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The Ludic Drive as Innovation Driver: Introduction to the Gamification of Innovation
- Source :
- Creativity and Innovation Management. 24:300-306
- Publication Year :
- 2015
- Publisher :
- Wiley, 2015.
-
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.
- Subjects :
- Knowledge management
Multimedia
business.industry
Strategy and Management
media_common.quotation_subject
Design thinking
Business model
Crowdsourcing
computer.software_genre
Creativity
Serious play
Corporate innovation
Business model innovation
Management of Technology and Innovation
Selection (linguistics)
Sociology
business
computer
media_common
Subjects
Details
- ISSN :
- 09631690
- Volume :
- 24
- Database :
- OpenAIRE
- Journal :
- Creativity and Innovation Management
- Accession number :
- edsair.doi...........fa34e259534d8097633d82164eece0f0
- Full Text :
- https://doi.org/10.1111/caim.12124