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Gamifying Innovation and Innovating Through Gamification

Authors :
Jillian MacBryde
Agnessa Shpakova
Viktor Dörfler
Source :
Contributions to Management Science ISBN: 9783030115418
Publication Year :
2019
Publisher :
Springer International Publishing, 2019.

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.

Details

ISBN :
978-3-030-11541-8
ISBNs :
9783030115418
Database :
OpenAIRE
Journal :
Contributions to Management Science ISBN: 9783030115418
Accession number :
edsair.doi...........85225cd8f69cbff6b68bb4cd2aa5a60e
Full Text :
https://doi.org/10.1007/978-3-030-11542-5_10