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

Creativity and Innovation Management, Vol. 24 No. 2, pp. 300-306

9 Pages Posted: 11 May 2015

See all articles by Steffen Roth

Steffen Roth

Excelia Business School; Kazimieras Simonavičius University

Dirk Schneckenberg

ESC Rennes School of Business

Chia‐Wen Tsai

Ming Chuan University

Date Written: 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.

Keywords: Gamification, Innovation, Serious Play, Design Thinking

Suggested Citation

Roth, Steffen and Schneckenberg, Dirk and Tsai, Chia-Wen, The Ludic Drive as Innovation Driver: Introduction to the Gamification of Innovation (2015). Creativity and Innovation Management, Vol. 24 No. 2, pp. 300-306, Available at SSRN: https://ssrn.com/abstract=2604448

Steffen Roth (Contact Author)

Excelia Business School ( email )

102 rue de Coureilles
Les Minimes
La Rochelle, 17024
France

Kazimieras Simonavičius University ( email )

Dariaus ir Girėno g. 21
Vilnius, 02189
Lithuania

Dirk Schneckenberg

ESC Rennes School of Business ( email )

Rue Robert d'arbrissel, 2
Rennes, 35000
France

HOME PAGE: http://www.esc-rennes.fr

Chia-Wen Tsai

Ming Chuan University ( email )

No. 250, Section 5
Zhongshan North Road
Taipei, 111
Taiwan

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