The gamification and the enrichment of innovation practices in the firm: an analysis of experiences
Abstract
Purpose: Description of gamification practices in the company and the analysis of its influence on firm’s results by comparing experiences.
Design/methodology: Analysis of experiences from different firm’s experiences.
Findings: To show through real examples that the gamification leads to the achievement of better results in the organizations.
Research limitations/implications: Access to the information of the few cases that we can find in our context. It is a quite new a yet unusual practice for most organizations.
Practical implications: Reformulation of business communication strategies from best practices, where the gaming industry is an interesting precedent, which proofs that these practices improve business results.
Social implications: Socialization of the innovation process at firms
Originality/value: Provide an overview of the gamification as a practice that helps to pursue the strategy of collaboration with the client to improve results.
Keywords
DOI: https://doi.org/10.3926/ic.377
This work is licensed under a Creative Commons Attribution 4.0 International License
Intangible Capital, 2004-2024
Online ISSN: 1697-9818; Print ISSN: 2014-3214; DL: B-33375-2004
Publisher: OmniaScience