Bachelorarbeit, 2014
75 Seiten, Note: 1,3
1 Introduction
1.1 Relevance and Problem Statement
1.2 Research Question
1.3 Sub-Questions
1.4 Overview
2 Theoretical Background
2.1 Innovation Management
2.1.1 Classification of innovation
2.1.2 The Innovation Funnel
2.1.3 Electronic Brainstorming
2.2 Understanding Human Motivation
2.2.1 Different Kinds of Motivation
2.2.2 Self-Determination Theory
2.2.3 Organizational Psychology Types
2.2.4 The Emergence and Possible Enhancement of Motivation
2.2.5 Categorization of Extrinsic vs. Intrinsic Motivation at the Workplace
2.3 Gamification
2.3.1 Towards a Definition
2.3.2 Origin
2.3.3 How Gamification Works
2.3.3.1 Player Types
2.3.3.2 Game Elements/Game Mechanics
2.3.3.3 Game Dynamics
2.3.4 Linking Innovation Management, Electronic Brainstorming, and Gamification
2.3.5 Gamification Design Process
2.3.6 Critique
3 Methodology
3.1 The “Building Theories from Case Study Research” Model
3.2 This Thesis’ Approach Based on Eisenhardt’s BTCM
4 Results
4.1 Within-Case Analysis
4.1.1 Open-ended Approach
4.1.2 Challenge-based Approach
4.2 Cross-Case Analysis
5 Conclusion
6 Limitations of this Thesis and Future Research
6.1 Limitations
6.2 Future Research and Outlook
This thesis investigates the utility of implementing gamification within the internal innovation process of companies. It seeks to determine whether gamifying such processes effectively enhances employee motivation and engagement, thereby improving the efficiency of ideation and implementation. The work particularly examines the technical compatibility between gamification and innovation management, as well as identifying best practices for implementing gamified platforms.
1.1 Relevance and Problem Statement
Gamification appeared in Gartner’s Hype Cycle of Emerging Technologies (Pettey & van der Meulen, 2012) as seen in Figure 1. According to that, Gamification is supposed to reach its Plateau of Productivity between 2017 and 2022. Associated with this forecast, Gartner’s predicts that “by 2015, 50% of organizations that manage innovation processes will gamify those processes” (Gartner, 2011). On the other hand, they also say that “by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design” (Gartner, 2012).
Obviously, there is a drive in the industry to tackle the “engagement issue”, especially in the innovation management, and gamification seems to be an attractive way (Gartner, 2011). Yet, the phenomenon is so recent and unexplored that superficial knowledge when implementing gamification in business processes might lead to a huge failure rate of addressing the management objectives (Gartner, 2012; Zichermann & Cunningham, 2011).
1 Introduction: Introduces the critical issue of employee disengagement in corporate environments and presents the thesis’s objective to explore gamification as a solution for enhancing the internal innovation process.
2 Theoretical Background: Provides a comprehensive foundation covering innovation management, human motivation theories (including Self-Determination Theory), and gamification frameworks, linking them to business ideation and the Innovation Funnel.
3 Methodology: Details the research design based on Eisenhardt’s “Building Theories from Case Study Research” model, outlining the iterative steps taken for qualitative data collection and case study selection.
4 Results: Presents the qualitative analysis of within-case and cross-case findings, contrasting open-ended and challenge-based gamification approaches through practical industry examples.
5 Conclusion: Synthesizes the research findings, confirming that gamification is a useful tool for innovation management when implemented with appropriate design strategies and management support.
6 Limitations of this Thesis and Future Research: Discusses the inherent constraints of the qualitative approach and small sample size, while suggesting directions for future large-scale quantitative research.
Gamification, Innovation Management, Employee Engagement, Internal Innovation, Self-Determination Theory, Electronic Brainstorming, Innovation Funnel, Game Mechanics, Game Dynamics, Qualitative Research, Case Study, Motivation, Enterprise Gamification, Business Objectives, Ideation
The work investigates the application of gamification techniques within corporate innovation management to boost employee motivation, engagement, and the quality of generated ideas.
Key themes include human motivation theories, the design and implementation of gamification in business settings, the Innovation Funnel, and different player-type frameworks.
The central research question asks: Is the gamification of the internal innovation process useful for a company?
The thesis uses a qualitative research methodology based on Eisenhardt’s “Building Theories from Case Study Research” model, incorporating multiple case studies and semi-structured expert interviews.
The main body integrates theoretical foundations with practical analysis, exploring how gamified elements like points, badges, and leaderboards are applied to solve the engagement gap in the ideation phase of innovation.
Key terms include Gamification, Innovation Management, Employee Engagement, Self-Determination Theory, and the Innovation Funnel.
Open-ended approaches are ongoing and tend to have high initial participation that decreases over time, whereas challenge-based approaches are time-restricted events that help maintain engagement through recurring cycles of new promotion.
The study notes that works committees in large organizations often forbid transparent leaderboards; consequently, successful gamified platforms often use anonymized “gamer profiles” to protect individual employees.
Management support is identified as critical; without a clear sponsor and internal promotion of the platform, initiatives are likely to lack long-term enthusiasm and fail to yield valuable innovation outcomes.
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