2020
DOI: 10.1111/caim.12356
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Co‐creation of new solutions through gamification: A collaborative innovation practice

Abstract: This paper aims to explore the main implications of gamification approaches to collaborative innovation and particularly to co‐creation, i.e. the interaction and interchange of ideas between users, customers, suppliers and other actors in the development of new solutions. Despite the few approaches attempting to make co‐creation more ludic and accessible, researchers have yet to analyse the link between gamification and co‐creation in an extensive manner. In order to better understand this unexplored relations… Show more

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Cited by 70 publications
(35 citation statements)
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“…Most of the reviewed body of literature focuses on the use of gamification for idea generation, either directly through crowdsourcing platforms (Armisen & Majchrzak, 2015; Renard & Davis, 2019; Zimmerling et al, 2019) or through the generation of individual engagement to participate in the ideation process (Patricio et al, 2020). However, the research results are not conclusive.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Most of the reviewed body of literature focuses on the use of gamification for idea generation, either directly through crowdsourcing platforms (Armisen & Majchrzak, 2015; Renard & Davis, 2019; Zimmerling et al, 2019) or through the generation of individual engagement to participate in the ideation process (Patricio et al, 2020). However, the research results are not conclusive.…”
Section: Resultsmentioning
confidence: 99%
“…Scheiner, 2015). Moreover, gamification helps address change in a structured way as it facilitates the coordination of knowledge among different actors (Patricio et al, 2020), helping players reach a common conclusion and move in the same direction (Patricio, 2017). Indeed, it has been highlighted that a design game approach is a way to implement open innovation models because game rules and procedures provide constraints that challenge business assumptions and lead to adaptability (S. Gudiksen, 2015) and shared vision.…”
Section: Resultsmentioning
confidence: 99%
“…Employees are psychologically unprepared to understand changes. The team members in an organization are often individuals of different types, who are required for the performance of different tasks [10,11]. Due to their different personal traits, characters, and attitudes towards values, some team members will feel better psychologically prepared for new challenges than others [12].…”
Section: Causes Of Resistance To Innovationmentioning
confidence: 99%
“…Unwillingness to develop indicates skill gaps and leads to evasion of responsibility. Such persons are plainly opposed to innovation whereas the situation created thereby has a negative impact on other team members[11]. The lack of work under new conditions skills forces older long-time employees to improve knowledge and learn.…”
mentioning
confidence: 99%
“…Gamification approaches use game-based elements in non-gaming contexts to encourage users to perform desired behaviors (Dale 2014, Patrício et al 2018Patrício et al 2020); it is also used to develop possible solutions to overcome the encountered difficulties when managing the early stage of innovation through more structured, engaging and game-like activities. It can also be defined as a set of activities and processes that seek to use or apply game elements' characteristics to develop new products or to provide new services.…”
Section: Innovation: a Shifting Landscapementioning
confidence: 99%