153 research outputs found

    Desbloquear a forma como as empresas estão aplicando gamificação ao longo do ciclo de vida inovação

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    This thesis complements an emergent body of literature on gamification of innovation by exploring how gamification, i.e. the use of game elements in non-gaming contexts, can support the management of the complex, messy and unclear Early Stage of Innovation Process (ESoIP), and therefore help firms to drive innovation forward. Thus, the goal of this thesis is threefold: Firstly to conceptualize gamification approaches to the early stage of innovation; secondly to examine by empirical research studies how the ESoIP can be supported by gamification approaches and thirdly to explore the way gamification approaches support and enhance design thinking. In fact, this thesis argues that gamification can contribute to improving the management of firms’ ESoIP by complementing design thinking practices. Since the potential value of design thinking is sometimes overhyped among academics and practitioners it is fundamental to acknowledge its main obstacles and discuss better ways to overcome the difficulties of managing the ESoIP, such the unpredictable and unstructured nature of activities and the need for more coordination and alignment of teams. Given the explorative type of goals and the need to achieve a deeper understanding of the linkages between gamification and the ESoIP, the thesis follows a qualitative research approach. Findings show that gamification approaches encourage the involvement and engagement of teams in the innovation process, improving aspects like team spirit, dialogue and consensus building, creative experience sharing, goals setting, coordination of activities and concept development as well as the overall management of the ESoIP. Finally, it also suggests that gamification complements and enhances design thinking practices by making people more engaged and delivering a more structured approach to the ESoIP.Esta tese complementa uma linha de investigação emergente na área da gamificação da inovação, explorando como é que a gamificação (utilização de elementos de jogos em contextos não lúdicos) pode apoiar a gestão da fase inicial do processo de inovação, que é mais complexa, confusa e obscura e desta forma ajudar as empresas a inovar. Os principais objetivos desta tese são em primeiro lugar conceptualizar a utilização da gamificação na fase inicial do processo de inovação, em segundo lugar investigar através de estudos empíricos como é que o processo de inovação pode ser melhorado através desta abordagem e em terceiro lugar explorar de que forma é que a gamificação pode apoiar e melhorar o design thinking. Isto porque esta tese defende que a gamificação pode contribuir para melhorar a gestão da fase inicial do processo de inovação, complementando as práticas de design thinking. Como o valor potencial do design thinking está por vezes sobreavaliado entre académicos e gestores, é fundamental reconhecer os seus principais obstáculos e discutir melhor as maneiras de ultrapassar as dificuldades de gestão da inovação, tais como a natureza das atividades pouco estruturadas e não previstas e a necessidade de maior coordenação e alinhamento das equipas. Dado o caráter exploratório dos objetivos e a necessidade de se chegar a um melhor conhecimento das ligações entre a gamificação e a fase inicial do processo de inovação, esta tese segue uma abordagem qualitativa. Os resultados mostram que a gamificação promove o envolvimento das equipas no processo de inovação, melhorando aspetos como o espírito de equipa, diálogo e consenso, partilha de experiência de forma mais criativa, definição de objetivos, coordenação de atividades, desenvolvimento de conceitos e, de uma forma geral, toda a gestão da fase inicial deste processo. Finalmente, esta tese também sugere que a gamificação complementa e melhora as práticas de design thinking aumentando o envolvimento das pessoas e proporcionando uma abordagem mais estruturada do processo de inovação.Programa Doutoral em Marketing e Estratégi

    Ideate. Collaborate. Repeat. A Research Agenda for Idea Generation, Collaboration and Evaluation in Open Innovation

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    Open innovation has been and remains to be a rapidly changing field of research in Information Systems and various other disciplines. With the rise of professional open innovation platforms and the emergence of crowdsourcing as well as employee-driven innovation, studies on the front-end of open innovation – namely idea generation, collaboration and evaluation – are facing new challenges. In this structured literature review, we analyze a large body of prior research in order to derive a framework, which is able to classify and reflect the lively debate on open innovation. In addition, we identify important implications for practitioners with advise on the design of open innovation systems. Moreover, our study identifies several promising areas for future research

    Designing Cooperative Gamification: Conceptualization and Prototypical Implementation

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    Organizations deploy gamification in CSCW systems to enhance motivation and behavioral outcomes of users. However, gamification approaches often cause competition between users, which might be inappropriate for working environments that seek cooperation. Drawing on the social interdependence theory, this paper provides a classification for gamification features and insights about the design of cooperative gamification. Using the example of an innovation community of a German engineering company, we present the design of a cooperative gamification approach and results from a first experimental evaluation. The findings indicate that the developed gamification approach has positive effects on perceived enjoyment and the intention towards knowledge sharing in the considered innovation community. Besides our conceptual contribution , our findings suggest that cooperative gamification may be beneficial for cooperative working environments and represents a promising field for future research

    ORGANIZATIONAL READINESS FOR DIGITAL INTRAPRENEURSHIP: TOWARDS THE DESIGN OF AN ASSESSMENT TOOL

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    In today\u27s hyper-dynamic business environment, the capability to foster innovation is critical. Many organizations recognize their employees as an unresolved source for innovation during digital transformation. Consequently, intrapreneurship has become of strategic importance, and initiatives, such as digital intrapreneurship platforms, arise. However, many initiatives do not provide aspired outcomes due to the lack of organizational readiness. We follow the action design research method to design a multi-dimensional framework that measures organizational readiness for digital intrapreneurship. Hitherto, we identify 27 factors that contribute to an organization\u27s readiness for the successful implementation and usage of digital intrapreneurship platforms. Ultimately, we strive to provide a digital intrapreneurship readiness tool that helps innovation managers to detect and remove hindering factors before implementing solutions

    Gamification for Innovators and Entrepreneurs

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    This book provides a research-based overview of the use of games to facilitate learning in innovation/entrepreneurship and draws on work in several European institutions and well-known companies. Also, it provides a review of experiences in using games, a typology and a model for introducing games into course design. Examples include games specifically designed and developed within the project plus signpost links to an online library of games

    Gamification for Innovators and Entrepreneurs

    Get PDF
    This book provides a research-based overview of the use of games to facilitate learning in innovation/entrepreneurship and draws on work in several European institutions and well-known companies. Also, it provides a review of experiences in using games, a typology and a model for introducing games into course design. Examples include games specifically designed and developed within the project plus signpost links to an online library of games

    Implementing sustainability in product portfolio development through digitalization and a game-based approach

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    The aim of this research is to explore if and how digitalization and a game-based approach can improve the usability and implementation of sustainable design methods and tools in a product development process. Based on semi-systematic literature review, advantages and limitations of digitalization and game-based approaches in this context were identified. A previously developed method that guides the implementation of a strategic sustainability perspective in product portfolio development, was then selected and elements of digitalization and game-based approaches were incorporated in its four building blocks: double-flow scenario modeling, sustainability assessment, market success assessment, and portfolio development. The resulting prototype of this method was further adapted after feedback gathered through expert interviews and then tested in workshops with industry and academia. It was found that digitalization was especially useful for the scenario simulation, data management, and automatic visualization of results, while the benefits of the game-based approach were enhanced motivation, collaboration, and co-design of results and solutions. At the same time, drawbacks were discovered, for example related to decreased transparency of how results are calculated, overuse of visualization and extrinsic rewards, leading to lack of clarity and trust in the results. In conclusion, there are synergies between digitalization and game-based approaches that can improve the usability of sustainable design methods and tools, but extensive testing is recommended to avoid pitfalls that can lead to opposite effects. Moreover, recommendations were identified for how to include digitalization and a game-based approach, for example, to enable integration with other tools, maintenance and constant update, to explore the benefits of team-based assessments and collaboration, to add diversity and customization, and to link the game to the user\u27s context, application, expectations and requirements

    Gamification of cooperation : A framework, literature review and future research agenda

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    Cooperation is in many ways a meaningful behavior and understanding how cooperation can be fostered among humans is integral to solving the many global challenges we are facing. Thus, one of the major current developments exists in exploring the potential of gamification to engage people in cooperative activity. However, while the literature on this phenomenon is growing in numbers, it remains unclear how gamification motivates cooperation and how effective it is in cooperative settings. This lack of understanding obstructs us from designing gamification that appropriately supports cooperation and from comprehending what potential hurdles need to be considered. We close this gap by theorizing a framework for gamifying cooperation. Guided by this framework, we systematically review and synthesize the existing literature (n = 51) to understand how gamification has been previously employed to motivate cooperation and what is known about the effects of gamification in cooperative contexts. The main contribution of the present study consists in deducing three different approaches (i.e., based on individualistic, cooperative, and hybrid use of features) to motivate cooperation by gamification and in providing a strategic platform for future research by proposing 11 agenda points regarding thematic, theoretical, and methodological future research avenues for gamifying cooperative activity.publishedVersionPeer reviewe

    Serious Play Approaches for Creating, Sharing, and Mobilizing Tacit Knowledge in Cross-disciplinary Settings

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    abstract: Serious play—the notion of bringing the benefits of play to bear on work-related tasks—is receiving more attention as a remedy to many challenges of the modern knowledge economy. Exploring and defining the role of serious play approaches to facilitate collaborative problem-solving and value creation, this dissertation consists of four related research papers. The first research paper (RP1) reconciles three different conceptualizations of knowledge into a new theory of knowledge. This pluralistic definition allows knowledge to change character across the span of the value creation process. The paper further introduces a model called the Wheel of Knowledge (WoK) for mobilizing knowledge throughout the different knowledge conversions of the value creation process. The second research paper (RP2) advocates that serious play can scaffold and accelerate these knowledge conversion processes, it disaggregates existing serious play approaches, and starts to operationalize the WoK by using it to match different types of serious play approaches to different types of knowledge conversion challenges. The third research paper (RP3) validates the WoK by sorting the serious play literature according to how it applies to the different knowledge conversion processes. The paper provides a framework for ascertaining the applicability of serious play methods to specific knowledge conversion challenges and identifies under-explored research areas of the serious play field. The fourth research paper (RP4) tests the recommendations of RP3 by applying the LEGO® Serious Play® (LSP) method to a knowledge conversion challenge focused on tacit knowledge sharing. It reports on a mixed-methods, multi-session case study in which LSP was used to facilitate cross-disciplinary dialogue and deliberation about a wicked problem. Results show that LSP is particularly useful in the beginning of a value creation process and that it facilitates socialization and tacit knowledge sharing. Taken together the papers demonstrate the necessity, potential, and application of serious play as a catalyst for the knowledge conversion processes presented in the WoK. It is now clear that different serious play approaches are suitable as respectively: an accelerator for trust-building and collective creativity, as a conduit for iterative innovation, and as a way of making rote tasks more engaging.Dissertation/ThesisDoctoral Dissertation Design 201
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