Department of Business Development and Technology

Gamification in Digital Services Innovation Management

Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearchpeer-review

  • Torben Tambo
  • Kristian Emil Andreasen, Kanda, Denmark
  • Ask Ullerup, WebDanmark, Denmark
Gamification is the introduction of game elements inspired main by computer games in non-game contexts. Gamification has touted to be a major breakthrough in innovation of (digital, networked) services, business development and human-computer interaction. The paper is focusing on the actual business innovation of gamification in two cases. First case is describing an e-business development case, where gamification is expected to give value. Second case is less typical, but is gamification of a learning context. In both cases it is found that perceived secondary effects turn out to be the primary innovation and business development potential. The infrastructure behind gamification is able to provide valuable insight in consumers or users competencies, capacities and behaviour. This can be utilized in promotion of better adapted user’s situations. And it can create business models of their own where data can improve decision making, administrative process, and marketing. Gamification is thus linking to important potentials in management of technology in future technological design directed towards both users/consumers but also business/professional environments.
Original languageEnglish
Title of host publicationProceedings of the 23rd International Association for Management of Technology Conference
Number of pages18
Place of publicationWashington
PublisherInternational Association for Management of Technology (IAMOT)
Publication year26 May 2014
ISBN (print)0-9815817-7-3
Publication statusPublished - 26 May 2014
EventInternational Management of Technology Annual Conference: SCIENCE, TECHNOLOGY, AND INNOVATION IN THE AGE OF ECONOMIC, POLITICAL AND SECURITY CHALLENGES - Grand Hyatt Hotel, Washington, United States
Duration: 22 May 201426 May 2014
Conference number: 23


ConferenceInternational Management of Technology Annual Conference
LocationGrand Hyatt Hotel
LandUnited States

Bibliographical note

Forfatterne Andreasen og Ullerup var tilknyttet AU Herning som kandidatstuderende ved udarbejdelsen af deres bidrag til publikationen

    Research areas

  • Gamification, Management of Technology, Innovation Management, digital services, game-inspired development

See relations at Aarhus University Citationformats

ID: 74498647