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The Game of Innovation. Is Gamification a New Trendsetter?

Author

Listed:
  • Roxana Procopie

    (Bucharest University of Economic Studies)

  • Robert Bumbac

    (Bucharest University of Economic Studies)

  • Smaranda Giu?ca

    (Bucharest University of Economic Studies)

  • Andra Vasilcovschi

    (Bucharest University of Economic Studies)

Abstract

With the evolution of information technology and that of the Internet, society has changed and so did the needs of Generation Y that aims to be more involved in decision making processes and have an overall open and positive approach to innovation. This article aims to analyse the contribution of adopting techniques and methods specific to gamification to the results of the innovation process from Generation Y’s perspective. The chosen research method is that of quantitative research, resorting to conducting a statistical survey in order to identify the major changes in Generation Y and of the specific way it acts and interacts. The focus is particularly on the implications that this phenomenon has on the innovation process. The Millennials want to be in control of their lives and take active part in processes that involve them. Gamification is one of the modern tools that facilitates this, it promotes communication between organizations, public or private, and individuals and benefits innovation

Suggested Citation

  • Roxana Procopie & Robert Bumbac & Smaranda Giu?ca & Andra Vasilcovschi, 2015. "The Game of Innovation. Is Gamification a New Trendsetter?," The AMFITEATRU ECONOMIC journal, Academy of Economic Studies - Bucharest, Romania, vol. 17(Special 9), pages 1142-1142, November.
  • Handle: RePEc:aes:amfeco:v:special9:y:2015:i:17:p:1142
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    References listed on IDEAS

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    1. Armisen, Albert & Majchrzak, Ann, 2015. "Tapping the innovative business potential of innovation contests," Business Horizons, Elsevier, vol. 58(4), pages 389-399.
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    Cited by:

    1. Mihaela Covrig & Simona Irina Goia (Agoston) & Ramona Stefania Igret & Cristian Virgil Marinas & Alexandra Dorina Miron & Monica Roman, 2023. "Students Engagement and Motivation in Gamified Learning," The AMFITEATRU ECONOMIC journal, Academy of Economic Studies - Bucharest, Romania, vol. 25(S17), pages 1003-1003, November.

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    More about this item

    Keywords

    innovation; gamification; Generation Y;
    All these keywords.

    JEL classification:

    • O30 - Economic Development, Innovation, Technological Change, and Growth - - Innovation; Research and Development; Technological Change; Intellectual Property Rights - - - General
    • M10 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Business Administration - - - General

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