2020
DOI: 10.1108/ejim-06-2020-0239
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Enhancing design thinking approaches to innovation through gamification

Abstract: 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 manage… Show more

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Cited by 59 publications
(18 citation statements)
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“…(2020) , Ortega-Sánchez and Gómez-Trigueros (2019) , Parra-González et al. (2020) , and Patricio et al. (2020) , indicating that deep, positive feelings develop when experiences are shared, as evident in gamified context-induced learning, such as in the current research.…”
Section: Discussionsupporting
confidence: 58%
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“…(2020) , Ortega-Sánchez and Gómez-Trigueros (2019) , Parra-González et al. (2020) , and Patricio et al. (2020) , indicating that deep, positive feelings develop when experiences are shared, as evident in gamified context-induced learning, such as in the current research.…”
Section: Discussionsupporting
confidence: 58%
“…In recent years, we have witnessed an explosion of the use of the term in specialised journals, presenting it as an important and new educational method as well as a highly attractive innovative instrument for 21st century students ( Martí-Parreño et al., 2016 ; Ortiz-Colón et al., 2018 ; Parra-González and Segura-Robles, 2019 ; Peirats Chacón et al., 2019 ) not only in educational environments but also in a wider range of contexts ( Deterding and Zagal, 2018 ; Martínez-Bravo et al., 2020 ; Shen et al., 2020 ; Patricio et al., 2020 ; Xi and Hamari, 2019 ). There is a considerable amount of gamification-related literature ( Gómez and García, 2018 ), including how and when to introduce it into classrooms and the attendant benefits its use can have on teaching and learning processes.…”
Section: Introduction and Literature Reviewmentioning
confidence: 99%
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“…A gamifikáció fokozhatja a problémák ügyfél-és felhasználó-központú megoldását, azaz a Design Thinking-et a szervezet innovációs folyamatának korai szakaszában. Mindezt azáltal éri el, hogy jobban szervezi a feladatokat, javítja a koordinációt, továbbá elkötelezetté teszi a munkavállalót az innovációs folyamatban való részvételre [56].…”
Section: A Gamifikáció Alkalmazásának Területeiunclassified
“…A research paper by Patrício et al (2020) explores the link between design thinking and gamification in early stage innovation processes, and the enhancing value that gamification can potentially add during design thinking-led product design exercises. Data for the study were gathered from case studies of three firms – Microsoft, Trivalor, and Novartis – that experimented with gamification as a stimulatory tool to augment their normal design thinking innovation activity.…”
mentioning
confidence: 99%