Despite the growing adoption and acceptance of gamification approaches among firms, the relationship between gamification and the early stage of innovation is confusing and deserves further attention in order to produce added‐value exploratory knowledge. This paper puts forward the idea that gamification approaches can support the early stage of innovation by making a cross‐comparison of published case studies of firms where gamification was used to address innovation challenges, e.g. use of gamification elements and tools that support the generation of ideas for developing new product concepts or entering new markets. In order to understand and clarify the relationship between gamification and the early stage of innovation, the paper proposes an analytical framework that provides a consistent and organized picture of the use of gamification approaches for innovation purposes. Research findings provide a conceptualization of gamification in the context of the early stage of innovation and demonstrate significant outcomes of these types of approaches with regard to the various forms of engagement, team spirit, consensus building, knowledge transfer, creative thinking and productivity.
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 relationship, empirical case research studies have been conducted with multi‐actors participating in a real‐life co‐creation project through the deployment of a gamified method and tool (ideaChef®), as well as a combination of different instruments, involving speed meetings, workshops, debriefings and interviews. Besides advancing the body of knowledge on collaborative innovation practices and conceptualizing the relationship between gamification and co‐creation, this paper provides important implications for managers on how multiple actors can be engaged and coordinated in such practices through gamification. The paper's main contribution lies in the suggestion that engagement goes hand in hand with coordination, and that a combination of both will be the best strategy for co‐creating new solutions through gamification.
Purpose The purpose of this paper is to explain the link between gamification and innovation and describes the use of a particular gamified method and tool, which helps teams get committed and engaged in idea development. The goal is to provide valuable insights on how gamification can accelerate innovation. Design/methodology/approach A study was conducted using a combination of qualitative methods: workshops based on action research method followed by semi-structured interviews with workshop participants and problem/challenge owners, representing two segments, corporate innovation teams and entrepreneurship. Data were collected from innovation consultants and IT/Software companies’ team members that used this gamification approach to address innovation challenges as well as from an entrepreneurship class from university that also used this particular gamification approach to support an idea competition program. Findings The paper provides insights and discusses the major impacts of gamification from the perspective of innovation consultants, corporate teams as well as from young entrepreneurs. It suggests that the application of this gamified method and tool enhances the quality of the idea that is developed to address an outlined innovation challenge. It was also found that team members/participants as a result of this process subsequently developed important innovation and entrepreneurship capabilities. Originality/value Despite the growing body of literature on gamification, there is a lack of empirical research that examines the use of gamification tools on companies’ innovation and entrepreneurship initiatives. This paper contributes to clarify the contribution of gamified methods and tools toward the success of corporate innovation and entrepreneurship programs by describing the use of a particular gamified approach. Researchers will gain insights into the effects of gamification approaches and a better understanding of the integration requirements with other related research areas. Practitioners will understand how this new method and tool can be implemented in order to drive innovation and entrepreneurship forward.
PurposeThe paper aims to explore the relationship between gamification and design thinking approach to innovation in the context of the early stage of innovation process (ESoIP). Design thinking is conceptually appropriate to support innovative, complex and uncertain business environments. Still, its practices have demonstrated some difficulties in managing the ESoIP, such as lack of structure and clarity around goals. This paper argues that gamification can enhance and complement design thinking in the management of firms' ESoIP.Design/methodology/approachGiven the need to achieve a deeper understanding of the linkages between gamification and design thinking, the paper follows an exploratory theory building approach for this complex reality of innovation. The case study research method was conducted in three firms (Trivalor, Novartis and Microsoft) that applied a gamification approach to the ESoIP.FindingsThe results demonstrate that gamification has the power to enhance and complement design thinking practices by getting tasks more organized and improving coordination and employees' engagement in the innovation process.Practical implicationsThe paper provides critical managerial contributions on how firms can use gamification to improve design thinking approaches to ESoIP. Its consequences are also crucial to innovation, R&D, and product/service development managers interested in using gamification to support the ideation and concept development of new solutions complementing traditional design thinking approaches.Originality/valueMerging the gamification and design thinking approaches is novel, particularly on firms' ESoIP. The paper provides a comprehensive discussion of design thinking shortcomings and the role that gamification can play in overcoming them.
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