The Triple Bottom Line (TBL) concept emphasizes that business success should not be measured solely by financial performance. It includes social and environmental impacts alongside profit. Additionally, dynamic capabilities help firms adapt to rapid environmental changes and enhance sustainability performance. Previous studies have shown that TBL initiatives can also improve sustainability performance. However, no research has investigated how dynamic abilities and TBL initiatives jointly impact B2B firms’ sustainability performance in the post-COVID-19 period. This study aims to examine the implications of dynamic capabilities on TBL performance, particularly from a B2B marketing perspective. By developing and validating a conceptual research model, it contributes to the literature related to dynamic capability view, TBL, and sustainability.

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Video games are a global digital infrastructure with real economic and social impact. They raise ethical challenges - from harassment to manipulative gamification - often overlooked by traditional frameworks. Normative, utilitarian, and virtue ethics approaches guide design, but often miss the designers’ own experiences and dilemmas. A case study of Eldermove shows ethical design emerges when developers avoid infantilizing users and step back from assumptions about them, respecting dignity and autonomy. Creating responsible games requires attending to the ethics of design itself. As gaming increasingly shapes culture, business, and healthcare, understanding designers’ fantasies and choices is key to technologies that truly support users.
PIGNOT Edouard - EMLV |
- Trends
- Digital Transformation, Health Sector Management, Information Systems, Innovation Management, Organizational Theory
