Percorrer por autor "Zurlo, Francesco"
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- Co-creation of new solutions through gamification: A collaborative innovation practicePublication . Patrício, Rui; Moreira, Antonio; Zurlo, Francesco; Melazzini, MicheleThis paper aims to explore the main implications of gamification approaches to collaborative innovation and particularly to co-creation, i.e. the interaction and interchange of ideas between users, customers, suppliers and other actors in the development of new solutions. Despite the few approaches attempting to make co-creation more ludic and accessible, researchers have yet to analyse the link between gamification and co-creation in an extensive manner. In order to better understand this unexplored relationship, empirical case research studies have been conducted with multi-actors participating in a real-life co-creation project through the deployment of a gamified method and tool (ideaChef®), as well as a combination of different instruments, involving speed meetings, workshops, debriefings and interviews. Besides advancing the body of knowledge on collaborative innovation practices and conceptualizing the relationship between gamification and co-creation, this paper provides important implications for managers on how multiple actors can be engaged and coordinated in such practices through gamification. The paper's main contribution lies in the suggestion that engagement goes hand in hand with coordination, and that a combination of both will be the best strategy for co-creating new solutions through gamification.
- Enhancing design thinking approaches to innovation through gamificationPublication . Patrício, Rui; Moreira, Antonio; Zurlo, FrancescoPurpose – The paper aims to explore the relationship between gamification and design thinking approach to innovation in the context of the early stage of innovation process (ESoIP). Design thinking is conceptually appropriate to support innovative, complex and uncertain business environments. Still, its practices have demonstrated some difficulties in managing the ESoIP, such as lack of structure and clarity around goals. This paper argues that gamification can enhance and complement design thinking in the management of firms’ ESoIP. Design/methodology/approach – Given the need to achieve a deeper understanding of the linkages between gamification and design thinking, the paper follows an exploratory theory building approach for this complex reality of innovation. The case study research method was conducted in three firms (Trivalor, Novartis and Microsoft) that applied a gamification approach to the ESoIP. Findings – The results demonstrate that gamification has the power to enhance and complement design thinking practices by getting tasks more organized and improving coordination and employees’ engagement in the innovation process. Practical implications – The paper provides critical managerial contributions on how firms can use gamification to improve design thinking approaches to ESoIP. Its consequences are also crucial to innovation, R&D, and product/service development managers interested in using gamification to support the ideation and concept development of new solutions complementing traditional design thinking approaches. Originality/value – Merging the gamification and design thinking approaches is novel, particularly on firms’ ESoIP. The paper provides a comprehensive discussion of design thinking shortcomings and the role that gamification can play in overcoming them.
- Gamification approaches to the early stage of innovationPublication . Patrício, Rui; Moreira, Antonio; Zurlo, FrancescoDespite the growing adoption and acceptance of gamification approaches among firms, the relationship between gamification and the early stage of innovation is confusing and deserves further attention in order to produce added‐value exploratory knowledge. This paper puts forward the idea that gamification approaches can support the early stage of innovation by making a cross‐comparison of published case studies of firms where gamification was used to address innovation challenges, e.g. use of gamification elements and tools that support the generation of ideas for developing new product concepts or entering new markets. In order to understand and clarify the relationship between gamification and the early stage of innovation, the paper proposes an analytical framework that provides a consistent and organized picture of the use of gamification approaches for innovation purposes. Research findings provide a conceptualization of gamification in the context of the early stage of innovation and demonstrate significant outcomes of these types of approaches with regard to the various forms of engagement, team spirit, consensus building, knowledge transfer, creative thinking and productivity.
- Gamification in innovation teamsPublication . Patricio, Rui; Moreira, Antonio; Zurlo, FrancescoThe paper examines the relationship between gamification e the use of game elements in non-gaming contexts e and innovation teams’ outcomes. It builds on psychological and teamwork theories, arguing that gamification overcomes collaboration issues and generates multiple positive outcomes, particularly in coordination, alignment, engagement, and teams’ motivation. The research follows a qualitative theory-driven using a case study of an innovation project. The conceptual model built through the findings offers valuable insights about applying gamification in innovation teams, namely: i) surprising teams with such a new and playful approach reduces stress among team members; ii) rules and time constraints play a crucial role in teams’ coordination by avoiding dispersion and enhancing focused efforts. The paper provides a set of testable theoretical propositions derived from the conceptualization of gamification in the context of innovation teams. It supports innovation managers interested in measuring gamification outcomes in teams.
