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Shpakova, Agnessa; Dörfler, Viktor; MacBryde, Jill
Innovation, 10/2020, Letnik: 22, Številka: 4Journal Article
Gamification is a new, rapidly growing trend impacting many areas of business such as learning and marketing. It has also been predicted to revolutionise the process of innovating. However, there have been very few examples of gamification supporting the innovating process within the academic literature. The starting point for this thought piece is whether this prediction can ever be fulfilled. We intend to open a discussion about the ways in which gamification and innovating may intertwine and how the mindset and the toolset of gamification can support the process of innovating. In particular, we showcase and review a set of examples of gamifying innovating activities from both research and practice. Coupling this review of practice with academic evidence from innovation literature, we highlight some gaps and explore potential directions for further research.
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Leto | Faktor vpliva | Izdaja | Kategorija | Razvrstitev | ||||
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JCR | SNIP | JCR | SNIP | JCR | SNIP | JCR | SNIP |
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Povezave do osebnih bibliografij avtorjev | Povezave do podatkov o raziskovalcih v sistemu SICRIS |
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Vir: Osebne bibliografije
in: SICRIS
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