Gamifying the process of innovating

Research output: Contribution to journalArticle

Abstract

Gamification is a new, rapidly growing trend impacting many areas of business such as learning and marketing. It has also been predicted to revolutionize the process of innovating. However, there have been very few examples of gamification supporting the innovating process within the academic literature. The departure point for this thought piece is whether this prediction can ever be fulfilled. We intend to open a discussion about the ways in which gamification and innovating may intertwine and how the mindset and the toolset of gamification can support the process of innovating. In particular, we showcase and review a set of examples of gamifying innovating activities from both research and practice. Marrying this review of practice with academic evidence from innovation literature, we highlight some gaps and explore potential directions for further research.
LanguageEnglish
JournalInnovation: Organization and Management
Early online date22 Jul 2019
DOIs
Publication statusE-pub ahead of print - 22 Jul 2019

Fingerprint

Marketing
Innovation
Industry
Prediction
Mindset

Keywords

  • gamification
  • innovating process
  • innovation management
  • innovation

Cite this

@article{d0bef19725474c3cb37a2a82738b1fd8,
title = "Gamifying the process of innovating",
abstract = "Gamification is a new, rapidly growing trend impacting many areas of business such as learning and marketing. It has also been predicted to revolutionize the process of innovating. However, there have been very few examples of gamification supporting the innovating process within the academic literature. The departure point for this thought piece is whether this prediction can ever be fulfilled. We intend to open a discussion about the ways in which gamification and innovating may intertwine and how the mindset and the toolset of gamification can support the process of innovating. In particular, we showcase and review a set of examples of gamifying innovating activities from both research and practice. Marrying this review of practice with academic evidence from innovation literature, we highlight some gaps and explore potential directions for further research.",
keywords = "gamification, innovating process, innovation management, innovation",
author = "Agnessa Shpakova and Viktor D{\"o}rfler and Jillian MacBryde",
year = "2019",
month = "7",
day = "22",
doi = "10.1080/14479338.2019.1642763",
language = "English",
journal = "Innovation: Organization and Management",
issn = "1447-9338",

}

Gamifying the process of innovating. / Shpakova, Agnessa; Dörfler, Viktor; MacBryde, Jillian.

In: Innovation: Organization and Management, 22.07.2019.

Research output: Contribution to journalArticle

TY - JOUR

T1 - Gamifying the process of innovating

AU - Shpakova, Agnessa

AU - Dörfler, Viktor

AU - MacBryde, Jillian

PY - 2019/7/22

Y1 - 2019/7/22

N2 - Gamification is a new, rapidly growing trend impacting many areas of business such as learning and marketing. It has also been predicted to revolutionize the process of innovating. However, there have been very few examples of gamification supporting the innovating process within the academic literature. The departure point for this thought piece is whether this prediction can ever be fulfilled. We intend to open a discussion about the ways in which gamification and innovating may intertwine and how the mindset and the toolset of gamification can support the process of innovating. In particular, we showcase and review a set of examples of gamifying innovating activities from both research and practice. Marrying this review of practice with academic evidence from innovation literature, we highlight some gaps and explore potential directions for further research.

AB - Gamification is a new, rapidly growing trend impacting many areas of business such as learning and marketing. It has also been predicted to revolutionize the process of innovating. However, there have been very few examples of gamification supporting the innovating process within the academic literature. The departure point for this thought piece is whether this prediction can ever be fulfilled. We intend to open a discussion about the ways in which gamification and innovating may intertwine and how the mindset and the toolset of gamification can support the process of innovating. In particular, we showcase and review a set of examples of gamifying innovating activities from both research and practice. Marrying this review of practice with academic evidence from innovation literature, we highlight some gaps and explore potential directions for further research.

KW - gamification

KW - innovating process

KW - innovation management

KW - innovation

U2 - 10.1080/14479338.2019.1642763

DO - 10.1080/14479338.2019.1642763

M3 - Article

JO - Innovation: Organization and Management

T2 - Innovation: Organization and Management

JF - Innovation: Organization and Management

SN - 1447-9338

ER -