Gamification is the introduction of game elements inspired main by computer games in non-game contexts. Gamification has touted to be a major breakthrough in innovation of (digital, networked) services, business development and human-computer interaction. The paper is focusing on the actual business innovation of gamification in two cases. First case is describing an e-business development case, where gamification is expected to give value. Second case is less typical, but is gamification of a learning context. In both cases it is found that perceived secondary effects turn out to be the primary innovation and business development potential. The infrastructure behind gamification is able to provide valuable insight in consumers or users competencies, capacities and behaviour. This can be utilized in promotion of better adapted user’s situations. And it can create business models of their own where data can improve decision making, administrative process, and marketing. Gamification is thus linking to important potentials in management of technology in future technological design directed towards both users/consumers but also business/professional environments.
Proceedings of the 23rd International Association for Management of Technology Conference, 2014, p. 1-18
gamification; Management of Technology; Innovation Management; digital services; game inspired development; Gamification; game-inspired development
Main Research Area:
International Management of Technology Annual Conference, 2014
International Association for Management of Technology (IAMOT)