Projects per year
Abstract
Gamification is a new but rapidly growing trend impacting a wide range of areas, such as education, marketing and others and it could be considered an innovation in these areas, though it is rarely seen in this light. On the other hand, gamification was predicted to revolutionise the innovating process by now, but we do not see many examples of it. This is an exploratory paper that intends to open the discussion about the ways in which a new area of gamification intertwines with innovation and supports different aspects of it. In particular, it provides examples of gamification being an innovative aspect of innovation as a result and suggests the ways in which gamification can be an innovative approach to the innovating process.
| Original language | English |
|---|---|
| Number of pages | 20 |
| Publication status | Published - 8 Sept 2016 |
| Event | BAM 2016: 30th Annual Conference of the British Academy of Management - Newcastle University, Newcastle upon Tyne, United Kingdom Duration: 6 Sept 2016 → 8 Sept 2016 https://www.bam.ac.uk/bam2016 |
Conference
| Conference | BAM 2016 |
|---|---|
| Abbreviated title | BAM 2016 |
| Country/Territory | United Kingdom |
| City | Newcastle upon Tyne |
| Period | 6/09/16 → 8/09/16 |
| Internet address |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
-
SDG 9 Industry, Innovation, and Infrastructure
Keywords
- gamification
- innovation
- marketing
- innovating process
Fingerprint
Dive into the research topics of 'Gamification and innovation: a mutually beneficial union'. Together they form a unique fingerprint.Projects
- 1 Finished
-
Knowledge Management with System Thinking
Dorfler, V. (Principal Investigator), MacBryde, J. (Co-investigator) & Spanellis, A. (Post Grad Student)
1/10/13 → 4/05/18
Project: Research Studentship - Internally Allocated
Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver