Projects per year
Abstract
Gamification is a new and rapidly growing trend impacting a wide range of areas, such as education, marketing, personal development and others. It can be an innovative output when applied to these fields. We can also see early examples of gamification being used to spark innovation activities in an organisation—i.e. be part of the process of innovating. The impact of gamification on the area of innovation is multidimensional, and this chapter explores the variety of ways for synergy of gamification and innovation: as an aspect of innovation, as an outcome or as a facilitation of ideas, creation and selection. This synergy might help the companies bridge different sectors with the help of gamification embodied in the product or service, as well as lead to further value-added outcomes, such as improved knowledge sharing and improved cross-sector collaboration.
Original language | English |
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Title of host publication | Subsistence Entrepreneurship |
Subtitle of host publication | The Interplay of Collaborative Innovation, Sustainability and Social Goals |
Editors | Vanessa Ratten, Paul Jones, Vitor Braga, Carla Susana Marques |
Place of Publication | Cham |
Publisher | Springer |
Chapter | 10 |
Pages | 183-194 |
Number of pages | 12 |
ISBN (Electronic) | 978-3-030-11542-5 |
ISBN (Print) | 978-3-030-11541-8 |
DOIs | |
Publication status | Published - 16 May 2019 |
Publication series
Name | Contributions to Management Science |
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ISSN (Print) | 1431-1941 |
ISSN (Electronic) | 2197-716X |
Keywords
- gamification
- innovation
- innovating process
Fingerprint
Dive into the research topics of 'Gamifying innovation and innovating through gamification'. Together they form a unique fingerprint.Projects
- 1 Finished
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Knowledge Management with System Thinking
Dorfler, V., MacBryde, J. & Shpakova, A.
1/10/13 → 4/05/18
Project: Research Studentship - Internally Allocated