Obstacles and Challenges in the Use of Gamification for Virtual Idea Communities
Christian Scheiner (),
Philipp Haas (),
Ulrich Bretschneider (),
Ivo Blohm () and
Jan Marco Leimeister ()
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Christian Scheiner: University of Lübeck
Philipp Haas: University of St. Gallen
Ulrich Bretschneider: University of Kassel
Ivo Blohm: University of St. Gallen
Jan Marco Leimeister: University of St. Gallen
Chapter Chapter 5 in Gamification, 2017, pp 65-76 from Springer
Abstract:
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 realised 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 the intended positive outcomes per se. Because of that, obstacles and challenges in the use of gamification have to be considered, but these have 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.
Keywords: Product Development; Intrinsic Motivation; Game Design; Open Source Community; Enjoyable Experience (search for similar items in EconPapers)
Date: 2017
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Persistent link: https://EconPapers.repec.org/RePEc:spr:prochp:978-3-319-45557-0_5
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DOI: 10.1007/978-3-319-45557-0_5
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