Gamifying innovation and innovating through gamification

Agnessa Shpakova, Viktor Dörfler, Jill MacBryde

Research output: Chapter in Book/Report/Conference proceedingChapter

5 Citations (Scopus)

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 languageEnglish
Title of host publicationSubsistence Entrepreneurship
Subtitle of host publicationThe Interplay of Collaborative Innovation, Sustainability and Social Goals
EditorsVanessa Ratten, Paul Jones, Vitor Braga, Carla Susana Marques
PublisherSpringer
Pages183-194
Number of pages12
ISBN (Electronic)9783030115425
ISBN (Print)9783030115418
DOIs
Publication statusPublished - 5 Apr 2019

Publication series

NameContributions to Management Science
PublisherSpringer
ISSN (Print)1431-1941
ISSN (Electronic)2197-716X

Keywords

  • Gamification
  • Innovating process
  • Innovation

ASJC Scopus subject areas

  • Business and International Management
  • Marketing
  • Management of Technology and Innovation
  • Strategy and Management
  • Management Science and Operations Research

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