The gamification and the enrichment of innovation practices in the firm: an analysis of experiences
Autor: | Cristina Gallego Gómez, Carmen de Pablos Heredero |
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Jazyk: | Catalan; Valencian |
Rok vydání: | 2013 |
Předmět: |
Value (ethics)
Organizational Behavior and Human Resource Management Knowledge management business.industry Strategy and Management media_common.quotation_subject Best practice Socialization Context (language use) lcsh:A Mathematical proof Education Management Originality gamification business strategy innovation 2.0 gameplay value co-creation games theory servitization Management of Technology and Innovation Accounting Sociology Business and International Management lcsh:General Works business Practical implications Business communication media_common |
Zdroj: | Intangible Capital, Vol 9, Iss 3, Pp 800-822 (2013) |
ISSN: | 1697-9818 |
Popis: | Purpose: Description of gamification practices in the company and the analysis of its influence on firm’s results by comparing experiences. Design/methodology: Analysis of experiences from different firm’s experiences. Findings: To show through real examples that the gamification leads to the achievement of better results in the organizations. Research limitations/implications: Access to the information of the few cases that we can find in our context. It is a quite new a yet unusual practice for most organizations. Practical implications: Reformulation of business communication strategies from best practices, where the gaming industry is an interesting precedent, which proofs that these practices improve business results. Social implications: Socialization of the innovation process at firms Originality/value: Provide an overview of the gamification as a practice that helps to pursue the strategy of collaboration with the client to improve results. |
Databáze: | OpenAIRE |
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