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The Ludic Drive as Innovation Driver: Introduction to the Gamification of Innovation

Author

Listed:
  • Roth, Steffen
  • Schneckenberg, Dirk
  • Tsai, Chia-Wen

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.

Suggested Citation

  • Roth, Steffen & Schneckenberg, Dirk & Tsai, Chia-Wen, 2015. "The Ludic Drive as Innovation Driver: Introduction to the Gamification of Innovation," EconStor Open Access Articles and Book Chapters, ZBW - Leibniz Information Centre for Economics, vol. 24(2), pages 300-306.
  • Handle: RePEc:zbw:espost:110469
    DOI: 10.1111/caim.12124
    as

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    Citations

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    Cited by:

    1. Leclercq, Thomas & Hammedi, Wafa & Poncin, Ingrid, 2018. "The Boundaries of Gamification for Engaging Customers: Effects of Losing a Contest in Online Co-creation Communities," Journal of Interactive Marketing, Elsevier, vol. 44(C), pages 82-101.
    2. Roth, Steffen & Dana, Léo-Paul, 2015. "What is a self-made expat? Self-disclosures of self-initiated expatriates," EconStor Preprints 110355, ZBW - Leibniz Information Centre for Economics.
    3. Roth, Steffen (ed.), 2015. "Non-technological and non-economic innovations: Contributions to a theory of robust innovation," EconStor Books, ZBW - Leibniz Information Centre for Economics, number 110468.
    4. Poncin, Ingrid & Garnier, Marion & Ben Mimoun, Mohammed Slim & Leclercq, Thomas, 2017. "Smart technologies and shopping experience: Are gamification interfaces effective? The case of the Smartstore," Technological Forecasting and Social Change, Elsevier, vol. 124(C), pages 320-331.
    5. Kaivo-oja, Jari & Roth, Steffen, 2015. "The Technological Future of Work and Robotics," EconStor Preprints 118693, ZBW - Leibniz Information Centre for Economics.
    6. Roth, Steffen, 2004. "Die dunkle Seite des Netzwerkmanagements: Von der Kunst, ein funktionierendes Netzwerk zu zerstören," EconStor Preprints 110207, ZBW - Leibniz Information Centre for Economics.
    7. Steffen Roth, 2015. "The cash is in the medium, not in the machine: Toward the golden moments of 3D printing," Working Papers hal-01206562, HAL.
    8. Buil, Isabel & Catalán, Sara & Martínez, Eva, 2020. "Understanding applicants’ reactions to gamified recruitment," Journal of Business Research, Elsevier, vol. 110(C), pages 41-50.

    More about this item

    Keywords

    Innovation; Gamification; Crowdsourcing; Business Models; Lego Serious Play;
    All these keywords.

    JEL classification:

    • O31 - Economic Development, Innovation, Technological Change, and Growth - - Innovation; Research and Development; Technological Change; Intellectual Property Rights - - - Innovation and Invention: Processes and Incentives
    • O32 - Economic Development, Innovation, Technological Change, and Growth - - Innovation; Research and Development; Technological Change; Intellectual Property Rights - - - Management of Technological Innovation and R&D

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