Bachelorarbeit, 2014
75 Seiten, Note: 1,3
This thesis aims to explore the effectiveness of gamification within the context of internal innovation processes. It examines existing literature on gamification and innovation management, analyzes case studies of gamified innovation platforms, and conducts interviews with implementing consultants. The goal is to determine whether gamifying an innovation platform can be an effective management tool and to identify factors that contribute to its success or failure.
The thesis begins by introducing the relevance and problem statement, outlining the research question and sub-questions. Chapter 2 provides a comprehensive theoretical background, exploring concepts such as innovation management, human motivation, and gamification. It examines different types of innovation, the innovation funnel, electronic brainstorming, and various motivation theories, including Self-Determination Theory. The chapter then delves into the definition, origin, and mechanics of gamification, linking it to innovation management and electronic brainstorming. It concludes with a discussion of the gamification design process and its critiques.
Chapter 3 presents the methodology used in the research, focusing on the "Building Theories from Case Study Research" model and its application in this thesis. Chapter 4 presents the results of the case study analysis, examining both open-ended and challenge-based gamification approaches. Chapter 5 concludes the research, summarizing the findings and discussing the limitations of the study. It also offers insights into potential future research and outlook.
The primary focus of this thesis lies in the intersection of gamification, innovation management, and internal innovation processes. Key terms include gamification, innovation, motivation, electronic brainstorming, case study analysis, implementation, design, and effectiveness. It examines the application of gamification principles to internal innovation processes and analyzes the factors contributing to the success or failure of such implementations.
The thesis explores whether gamifying an innovation platform can be an effective management tool and identifies factors for its success or failure.
Most projects fail due to poor design or because participation in open-ended gamification approaches tends to decrease over time.
Challenge-based approaches for time-restricted tasks are often more successful, while open-ended platforms often fail to meet long-term business objectives.
The thesis heavily utilizes the Self-Determination Theory to categorize extrinsic and intrinsic motivation in the workplace.
The study focuses on player types, game elements/mechanics (like points or leaderboards), and game dynamics.
The thesis links innovation management and electronic brainstorming with gamification to see how digital play elements can enhance creative output.
Der GRIN Verlag hat sich seit 1998 auf die Veröffentlichung akademischer eBooks und Bücher spezialisiert. Der GRIN Verlag steht damit als erstes Unternehmen für User Generated Quality Content. Die Verlagsseiten GRIN.com, Hausarbeiten.de und Diplomarbeiten24 bieten für Hochschullehrer, Absolventen und Studenten die ideale Plattform, wissenschaftliche Texte wie Hausarbeiten, Referate, Bachelorarbeiten, Masterarbeiten, Diplomarbeiten, Dissertationen und wissenschaftliche Aufsätze einem breiten Publikum zu präsentieren.
Kostenfreie Veröffentlichung: Hausarbeit, Bachelorarbeit, Diplomarbeit, Dissertation, Masterarbeit, Interpretation oder Referat jetzt veröffentlichen!

