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Crowdsourcing innovation and product development: Gamification as a motivational driver

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  • Maya Kavaliova
  • Farzad Virjee
  • Natalia Maehle
  • Ingeborg Astrid Kleppe

Abstract

Crowdsourcing—outsourcing a job to external contributors through an open call—has become an important part of innovation process and product development. However, many crowdsourcing initiatives fail due to low engagement and participation. In the current paper, we aim to explore how companies can employ gamification—game elements and design techniques—to motivate contributions to a crowdsourcing project. Based on an exploratory case study of Threadless, a web-based apparel store, we propose implications that can assist companies in leveraging global capabilities for new product development. Threadless employs game thinking through a wide array of game elements and game mechanics including challenges, achievements, countdowns, discovery, points, reward schedules, and status. Our analysis shows that consumers are fun seekers. They will carry out activities without expecting anything in return, if they perceive it as being fun. Moreover, companies should openly acknowledge consumers’ contributions and give them recognition by using flexible reward system, statuses, and challenges. Despite the importance of extrinsic rewards, it is also essential to realize that intrinsic factors are crucial for maintaining consumers’ continued engagement and therefore we strongly recommend companies to build a strong virtual brand community around their crowdsourcing projects.

Suggested Citation

  • Maya Kavaliova & Farzad Virjee & Natalia Maehle & Ingeborg Astrid Kleppe, 2016. "Crowdsourcing innovation and product development: Gamification as a motivational driver," Cogent Business & Management, Taylor & Francis Journals, vol. 3(1), pages 1128132-112, December.
  • Handle: RePEc:taf:oabmxx:v:3:y:2016:i:1:p:1128132
    DOI: 10.1080/23311975.2015.1128132
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    References listed on IDEAS

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    1. Hertel, Guido & Niedner, Sven & Herrmann, Stefanie, 2003. "Motivation of software developers in Open Source projects: an Internet-based survey of contributors to the Linux kernel," Research Policy, Elsevier, vol. 32(7), pages 1159-1177, July.
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    4. Franke, Nikolaus & Shah, Sonali, 2003. "How communities support innovative activities: an exploration of assistance and sharing among end-users," Research Policy, Elsevier, vol. 32(1), pages 157-178, January.
    5. Hoffman, Donna L. & Novak, Thomas P., 2009. "Flow Online: Lessons Learned and Future Prospects," Journal of Interactive Marketing, Elsevier, vol. 23(1), pages 23-34.
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    Cited by:

    1. Suhada, Thontowi A. & Ford, Jerad A. & Verreynne, Martie-Louise & Indulska, Marta, 2021. "Motivating individuals to contribute to firms’ non-pecuniary open innovation goals," Technovation, Elsevier, vol. 102(C).
    2. Jennifer L. Gómez & Liliana D. Monroy, 2018. "Gamification In Accounting Distance Education," Economy & Business Journal, International Scientific Publications, Bulgaria, vol. 12(1), pages 208-215.
    3. João M. Lopes & Sofia Gomes & Pedro Lopes & Adriana Silva & Daniel Lourenço & Duarte Esteves & Mafalda Cardoso & Valter Redondo, 2023. "Exploring the Role of Gamification in the Online Shopping Experience in Retail Stores: An Exploratory Study," Social Sciences, MDPI, vol. 12(4), pages 1-15, April.
    4. Kubiak Katarzyna & Wziątek-Kubiak Anna, 2019. "Business models innovation based on crowds: a comparative study," International Journal of Management and Economics, Warsaw School of Economics, Collegium of World Economy, vol. 55(2), pages 127-147, June.

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