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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:增加创新模糊前端的创造性产出 - 一个赌博内部企业iDeation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:在这项研究中,我们概念化为在IT支持的思想过程中使用的公司的赌博系统。我们在德国和奥地利公司进行了两轮专家访谈,专注于企业环境中的游戏系统的挑战和障碍。然后我们从博彩文献中画出并建立了八种刺激,以进行联合分析。 75名员工之间的调查显示,在与分享知识的意图方面最受合作和竞争的刺激是最有利的。特别是参与者排名评估他人或被评估为最重要的特征的可能性。我们的结果为游戏系统的界限和企业接受流行的游戏元素的界限增添了有用的信息。我们进一步突出了游戏系统的最终特征以及在企业环境中实施时需要考虑的内容。

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