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Increasing the Creative Output at the Fuzzy Front End of Innovation -- A Concept for a Gamified Internal Enterprise Ideation Platform

机译:在创新的模糊前端增加创新产出-一个游戏化的内部企业思想平台的概念。

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In this study we conceptualize a gamified system for companies to be used in IT-backed ideation processes. We conducted two rounds of expert interviews in German and Austrian companies focusing on the challenges and obstacles of gamification systems within an enterprise setting. We then drew from the gamification literature and established eight stimuli, for a conjoint analysis. The survey among 75 employees revealed that the stimuli with a combination of collaboration and competition are the most favored one with respect to the intention to share knowledge. Specifically participants ranked the possibility to evaluate others or being evaluated as the most important characteristic. Our results add useful information to the boundaries of gamified systems and the acceptance of popular game elements in enterprises. We further highlight the final characteristics of the gamified system and what needs to be considered when implementing them into an enterprise setting.
机译:在本研究中,我们为公司在IT支持的构想流程中使用的游戏化系统概念化。我们在德国和奥地利的公司中进行了两轮专家访谈,重点是企业环境中游戏化系统的挑战和障碍。然后,我们从游戏化文献中吸取经验并建立了八个刺激,以进行联合分析。对75名员工的调查显示,就共享知识的意图而言,结合了协作和竞争的激励措施是最受青睐的激励措施。具体来说,参与者将评估他人的可能性或被评估为最重要的特征。我们的研究结果为游戏化系统的边界和企业中流行游戏元素的接受度提供了有用的信息。我们进一步强调游戏化系统的最终特征,以及将其实施到企业环境中时需要考虑的因素。

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