Obstacles and Challenges in the Use of Gamification for Virtual Idea Communities
Series
Progress in IS
ISBN
978-3-319-45557-0
Type
book section
Date Issued
2017
Author(s)
Editor(s)
Stieglitz, Stefan
Lattemann, Christoph
Robra-Bissantz, Susanne
Zarnekow, Rüdiger
Brockmann, Tobias
Research Team
IWI6, Crowdsourcing, CCC
Abstract
Virtual idea communities (VIC) are a relatively new phenomenon in business. These communities, in which distributed groups of individual customers focus on voluntarily sharing and elaborating innovation ideas, are used by firms to integrate customers into the ideation for new product development rooted in Chesbrough’s (2003) open innovation paradigm. Developers and decision makers realized especially within the last decade that games or game-like appeals could serve as appropriate gamifications to attract people to participate in VICs. Therefore, gamification gained momentum and has been widely implemented into VICs. The use of gamification does, however, not lead to this intended positive outcome per se. Because of that, obstacles and challenges in the use of gamification have to be considered, which has often been neglected in practice. Therefore, the goal of this chapter is to address this topic and to describe major obstacles and challenges in the use of gamification in VICs.
Language
English
Keywords
Gamification
Virtual Ideas Communities
HSG Classification
contribution to scientific community
HSG Profile Area
SoM - Business Innovation
Book title
Gamification : Using Game Elements in Serious Contexts
Publisher
Springer International Publishing
Publisher place
Cham
Start page
65
End page
76
Division(s)
Eprints ID
249660
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Format
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