Release | Gamification of Innovation

Special Issue of Creativity and Innovation Management on Gamification of Innovation

Roth, S., Schneckenberg, D. and Tsai, C.-W. (2015), The ludic drive as innovation driver: Introduction to the gamification of innovationCreativity and Innovation Management, Vol. 24 No. 2, pp. 300-306.

Abstract: Gamification has recently been receiving increased attention in corporate innovation and business research alike. In this article, we first outline the main streams of research on gamification in the creativity and innovation literature. We then introduce the selection of contributions to this special section by theoretically embedding them in their application contexts. Thus referring to research fields as different as business model innovation, design thinking and crowdsourcing, we indicate theoretical challenges for future research on gamification, among the most important of which we count theoretical approaches to the question of whether and how organizations actually can play with persons.

Gudiksen, S. (2015) Business Model Design Games: Rules and Procedures to Challenge Assumptions and Elicit Surprises, Creativity and Innovation Management, Vol. 24 No. 2, pp. 307–322.

Abstract: Previously well-established companies are currently struggling to secure profits, mainly due to the pressure from new communication technology-based business models. Because of this, the business model research field has flourished in recent years, but most of the applied approaches still rely on linear, rational conceptions and causal reasoning. Through three games and three business cases, it is argued that experimental game-like innovation activities can lead the way into another approach to business model development, called ‘business model design games’. This paper illustrates how the application of game rules and procedures can challenge business assumptions and evoke surprises that lead to novel business model insights.

Schulz, K.P., S. Geithner, C. Woelfel, and J. Krzywinski (2015) Toolkit-Based Modelling and Serious Play as Means to Foster Creativity in Innovation Processes, Creativity and Innovation Management, Vol. 24 No. 2, pp. 323–340.

In this article we describe and discuss means that foster the emergence of innovation through representational methods which interrelate manual modeling with playfulness. Based on the observation that demands to innovation processes have changed significantly in recent years due to changed collaboration forms, like co-configuration or open innovation, we look for a methodological approach able to deal with such collaboration forms. We describe and discuss a methodological approach on how innovation processes in heterogeneous – interdisciplinary, cross-functional and interorganizational – groups can be kicked off to bring about collectively shared understanding, as well as the ability to develop creative ideas. The approach relies on a playful modeling methodology, which is based on the hands-on creation of visualizations and physical models in connection with their verbal explanation and narration. With reference to two case studies we report and discuss experiences of applying the methodology.

Scheiner, C. W. (2015) The Motivational Fabric of Gamified Idea Competitions: The Evaluation of Game Mechanics from a Longitudinal Perspective, Creativity and Innovation Management, Vol. 24 No. 2, pp. 341–352.

Abstract: Idea competitions are a highly important tool for integrating insiders and outsiders in the idea generation and evaluation activities of organizations. Previous research on motives for participation has demonstrated that organizers need to design idea competitions that create a positive experience for participants. To address this challenge, organizations have started to include games mechanics (e.g., points, levels, badges) into idea competitions, a measure that has been termed gamification. However, there is a lack of scientific studies focusing on the longitudinal evaluation and perception of game mechanics. This study thus evaluates game mechanics in a gamified idea competition through two independent panel studies. The quantitative results are complemented with data from qualitative surveys. The findings of this study indicate that there are differences in game mechanics with respect to their motivational evaluation, and that game mechanics with reference to social aspects in particular are more highly appreciated.

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