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Konzept für den Einsatz von Gamification in Open Innovation Prozessen

Konzept für den Einsatz von Gamification in Open Innovation Prozessen

          
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About the Book

Masterarbeit aus dem Jahr 2021 im Fachbereich Informatik - Wirtschaftsinformatik, Note: 2,3, FernUniversität Hagen (Lehrstuhl für Betriebswirtschaftslehre, insbesondere Informationsmanagement), Sprache: Deutsch, Abstract: Im Jahr 2011 prognostizierte Gartner, dass bis 2015 mehr als 50 % der Innovationsprozesse gamifiziert sein werden. Bis 2016 hat sich diese Vorhersage allerdings nicht bewahrheitet. Als Gründe dafür werden von Spanellis et al. (2016) Probleme bei der Verknüpfung von Innovationsprozessen und Gamification erfasst. Diese wurden bewertet und erste Lösungsansätze entwickelt. Sie weisen jedoch darauf hin, dass noch weitere Möglichkeiten existieren, wie Gamification und Innovationsprozesse verknüpft werden können und verweisen dabei auf eine mögliche Verknüpfung von Open Innovation und Gamification. Daher ist diese Arbeit darauf ausgerichtet, diese Verknüpfung zu untersuchen und daraus resultierende Potenziale aufzudecken. Um diese zu identifizieren, wird hinterfragt, wie Gamification Elemente im Open Innovation Prozess eingesetzt werden können, um die Erreichung der gewünschten Ziele des Open Innovation Prozesses zu fördern, ohne unbeabsichtigte Effekte zu verursachen. Es soll herausgefunden werden, an welchen Stellen im Innovationsprozess die Integration von Gamification Elementen besonders sinnvoll ist und welcher Zweck dadurch in den einzelnen Phasen verfolgt wird. Die beiden Themen Open Innovation und Gamification sind sehr komplex, daher liegt der Fokus dieser Arbeit darauf, einen ersten konzeptionellen Ansatz für den Einsatz von Gamification in einem Open Innovation Prozess zu erstellen, einen bestehenden Open Innovation Prozess zu betrachten und die Auswirkungen des Einsatzes von Gamification zu analysieren. Um dieses Ziel zu erreichen, werden in Kapitel 2 und 3 die Konzepte von Open Innovation und Gamification durchleuchtet. Kapitel 4 betrachtet den Einsatz von Gamification in einem offenen Innovationsprozess und stellt entsprechende Thesen auf.


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Product Details
  • ISBN-13: 9783346676214
  • Publisher: Bod Third Party Titles
  • Publisher Imprint: Grin Verlag
  • Height: 210 mm
  • No of Pages: 66
  • Spine Width: 4 mm
  • Width: 148 mm
  • ISBN-10: 3346676218
  • Publisher Date: 31 May 2022
  • Binding: Paperback
  • Language: German
  • Returnable: N
  • Weight: 95 gr


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