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Enhancing design thinking approaches to innovation through gamification

dc.contributor.authorPatrício, Rui
dc.contributor.authorMoreira, Antonio
dc.contributor.authorZurlo, Francesco
dc.date.accessioned2026-02-23T10:39:00Z
dc.date.available2026-02-23T10:39:00Z
dc.date.issued2021-09-09en_US
dc.date.updated2026-01-27T00:26:53Z
dc.description.abstractPurpose – 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.eng
dc.description.versioninfo:eu-repo/semantics/publishedVersion
dc.identifier.doi10.1108/ejim-06-2020-0239en_US
dc.identifier.issn1460-1060en_US
dc.identifier.slugcv-prod-2351502
dc.identifier.urihttp://hdl.handle.net/10400.2/21430
dc.language.isoeng
dc.peerreviewedyes
dc.rights.uriN/A
dc.subjectEarly stage of innovation
dc.subjectDesign thinking
dc.subjectGamification
dc.subjectInnovation management
dc.titleEnhancing design thinking approaches to innovation through gamificationeng
dc.typejournal article
dspace.entity.typePublication
oaire.citation.endPage1594
oaire.citation.issue5en_US
oaire.citation.startPage1569
oaire.citation.titleEuropean Journal of Innovation Managementen_US
oaire.citation.volume25en_US
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85
person.familyNameMoreira
person.givenNameAntonio
person.identifier.orcid0000-0002-6613-8796
rcaap.cv.cienciaid541F-5442-5666 | António Carrizo Moreira
rcaap.rightsrestrictedAccessen_US
relation.isAuthorOfPublication51ad303d-335c-4e2f-bae3-fffffef2e2f5
relation.isAuthorOfPublication.latestForDiscovery51ad303d-335c-4e2f-bae3-fffffef2e2f5

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