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Designing incentives in innovations processes. Gamification as an approach for creating an incentive system for the early stage of the innovation process

Designing incentives in innovations processes. Gamification as an approach for creating an incentive system for the early stage of the innovation process PDF Author: Lukas Weniger
Publisher: GRIN Verlag
ISBN: 3346180921
Category : Business & Economics
Languages : en
Pages : 71

Book Description
Master's Thesis from the year 2019 in the subject Business economics - Business Management, Corporate Governance, grade: 1,7, Berlin School of Economics and Law, language: English, abstract: Incentive systems can contribute to the best possible exploitation of the employee’s abilities. A new way of setting those incentives and motivating employees is gamification. Gamification is defined as the application of game mechanics to a non-game setting, such as the business environment. Companies have discovered game-like incentives for motivating their employees, and now, this paper tries to create a gamified incentive system for motivating employees in the early stage of the innovation process. Innovation creates value, strengthens the market position and creates competitive advantages. Therefore innovation is widely seen as a critical source for economic success for companies. However, at the same time, innovation is expensive. For example, in 2018 alone, Apple invested as much as 14,24 billion dollars on research and development. This represented around 46% of their total operating expenses and approximately 2,6% of their total revenues. These costs are making it vital for companies to ensure the efficient use of innovation resources. This efficiency is largely determined by the competence, creativity and motivation of the employees working in the area of in research and development (R&D). Thus, companies have to generate adequate motivation in employees to deliver their innovative ideas, obtain a patent and develop the patentable idea into profitable innovation. Human resource (HR) management practices are considered as an essential instrument to fulfil this task. However, standard pay-for-performance schemes, which only reward short-term financial success, are not suitable for fulfilling this task in the innovation process, because innovation processes are likely to fail as they contain a high degree of uncertainty. In standard schemes, this failure would result in penalties by a lower compensation or a possible termination of the contract. This punishment has the potential to harm the innovative behaviour of employees. A company that wants to encourage innovation must design incentive systems that free employees to take risks, experiments and discover what practices and technologies are the most effective. These unique characteristics of innovation processes are the reason why analysing incentive systems in the context of innovation processes is of particular interest. Especially since incentive systems are considered as essential for ensuring the efficiency of innovation processes, as employees adapt their behaviour to these systems.

Designing incentives in innovations processes. Gamification as an approach for creating an incentive system for the early stage of the innovation process

Designing incentives in innovations processes. Gamification as an approach for creating an incentive system for the early stage of the innovation process PDF Author: Lukas Weniger
Publisher: GRIN Verlag
ISBN: 3346180921
Category : Business & Economics
Languages : en
Pages : 71

Book Description
Master's Thesis from the year 2019 in the subject Business economics - Business Management, Corporate Governance, grade: 1,7, Berlin School of Economics and Law, language: English, abstract: Incentive systems can contribute to the best possible exploitation of the employee’s abilities. A new way of setting those incentives and motivating employees is gamification. Gamification is defined as the application of game mechanics to a non-game setting, such as the business environment. Companies have discovered game-like incentives for motivating their employees, and now, this paper tries to create a gamified incentive system for motivating employees in the early stage of the innovation process. Innovation creates value, strengthens the market position and creates competitive advantages. Therefore innovation is widely seen as a critical source for economic success for companies. However, at the same time, innovation is expensive. For example, in 2018 alone, Apple invested as much as 14,24 billion dollars on research and development. This represented around 46% of their total operating expenses and approximately 2,6% of their total revenues. These costs are making it vital for companies to ensure the efficient use of innovation resources. This efficiency is largely determined by the competence, creativity and motivation of the employees working in the area of in research and development (R&D). Thus, companies have to generate adequate motivation in employees to deliver their innovative ideas, obtain a patent and develop the patentable idea into profitable innovation. Human resource (HR) management practices are considered as an essential instrument to fulfil this task. However, standard pay-for-performance schemes, which only reward short-term financial success, are not suitable for fulfilling this task in the innovation process, because innovation processes are likely to fail as they contain a high degree of uncertainty. In standard schemes, this failure would result in penalties by a lower compensation or a possible termination of the contract. This punishment has the potential to harm the innovative behaviour of employees. A company that wants to encourage innovation must design incentive systems that free employees to take risks, experiments and discover what practices and technologies are the most effective. These unique characteristics of innovation processes are the reason why analysing incentive systems in the context of innovation processes is of particular interest. Especially since incentive systems are considered as essential for ensuring the efficiency of innovation processes, as employees adapt their behaviour to these systems.

Design of Incentive Systems

Design of Incentive Systems PDF Author: Dennis D. Fehrenbacher
Publisher: Springer Science & Business Media
ISBN: 3642335993
Category : Business & Economics
Languages : en
Pages : 265

Book Description
Monetary incentives, as a driving force for human behavior, are the main theme of this book. The primary goals underlying the application of monetary incentive systems in companies are motivating employees to strive for superior productivity in line with the interests of employers, and hiring adequately skilled employees. The first goal refers to incentive effects, the latter to sorting effects. This book introduces important theories and concepts concerning behavior under influence of monetary incentives; it reviews existing economic frameworks and identifies specific contingency variables. Based on an integrative framework of elements influencing incentive and sorting effects, a laboratory experiment is presented including detailed methodological discussion on experimentation and data analysis as well as an extensive presentation of findings and discussion of implications.​

Gamification in Education and Business

Gamification in Education and Business PDF Author: Torsten Reiners
Publisher: Springer
ISBN: 3319102087
Category : Mathematics
Languages : en
Pages : 710

Book Description
This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.

Gamification for Innovators and Entrepreneurs

Gamification for Innovators and Entrepreneurs PDF Author: Henning Breuer
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110725584
Category : Business & Economics
Languages : en
Pages : 224

Book Description
Gamification for Innovators and Entrepreneurs is about an exciting, still emerging superpower. One that empowers you to use, repurpose and create games that will help solve the great societal and organisational challenges that companies, startups and nonprofits are facing today – games that are explicitly designed and can be iteratively improved to engage stakeholders, facilitate experimentation and actually drive innovation. What makes gamification a superpower is its use of powerful methods and techniques from diverse disciplines and traditions – like futures studies, user experience, agile management, design thinking or business design – in a new, action-oriented and engaging framework. Each game world is a safe, playful space, where groups are free to experiment in innovative and inclusive forms of collaboration. Gamification for Innovators and Entrepreneurs builds on insights and knowledge from over 150 leading experts in the field. It provides a rich collection of materials for innovators, entrepreneurs and game designers that allows you to dive deep into innovation and entrepreneurship, into games and gamification. You can build on 36 gamification design patterns – like dilemma solving, experiential learning, innovation markets and storytelling – and use a game design canvas to create your own innovation games. Or you can customize some of the 70+ games featured in the book that are already in use by innovators, entrepreneurs and professional trainers. Additional resources are provided for teachers and game facilitators. The superpower of gamification does not yield simplistic solutions – but the resources from Gamification for Innovators and Entrepreneurs will provide you with the means and the confidence to tackle some of the great challenges we are all facing today. An easily accessible and comprehensive overview on gamification and games in the context of innovation and entrepreneurship Draws on several collaborative research projects involving partners such as Lego, Deutsche Telekom, Lufthansa Systems, 3M, Danske Bank, and Nokia Systems. Extensive experience of the authors in the facilitation of games, their role as an enabler of learning and their potential to facilitate transformation. 36 reusable gamification design patterns, a five-step process and a game design canvas to create one’s own innovation games Summaries and references of more than 70+ customizable games that are already in use by innovators, entrepreneurs and professional trainers Educational materials for teachers, trainers and game facilitators

Gamification: Video Game Element Incentives in Cross-Functional Enterprise Information System - Project Finance and Risk Management

Gamification: Video Game Element Incentives in Cross-Functional Enterprise Information System - Project Finance and Risk Management PDF Author: Dennis Lichtenvoort
Publisher: diplom.de
ISBN: 3842835094
Category : Business & Economics
Languages : de
Pages : 128

Book Description
Introduction: ‘Play so that you may be serious.” - Anacharsis. Although play is generally regarded as involving neither utility nor meaning and thus as a free time activity, the above quote illustrates that man has known since the times of the Scythian philosopher Anacharsis that we learn from play. Play thus acts as a foundation for our more serious behaviour. With the advent of Gamification in the year 2008, interest in this concept has been surged. In general, the term Gamification describes how games (or certain game elements) can increase customer engagement when used in the context of marketing. For example, by playing a game, the user or player remains on the website longer. The integration of a game into an organization’s website thus can increase the players awareness of a product, their familiarity with the product, the player is more easily convinced of the product’s benefits and is more susceptible for the company’s Unique Selling Points. Several studies hypothesize that Gamification can also be used in a serious or in an enterprise context (e.g., Flatla, 2011; Singer, 2012). This leads to the question, to what extent can Gamicfication be employed? This work focusses on the idea of gamifying an Enterprise Information System (EIS), which by definition spans several internal business functions. It is hypothesized that Gamification can foster several aspects concerning the use and utilization of such EIS, ranging from a faster learning and more efficient working on the employee’s side to an impact on profitability parameters on the organization’s side. 1.1. Aim of this Work: The aim of this work is to show that Gamification can be used to empower Enterprise Information Systems (EIS) and particularly a company’s internal use of those systems. This will be achieved by showing that by nature employees have the same psychological needs Gamification addresses to trigger an increased engagement with the gamified software. It will be assessed which different elements Gamification consists of and what exact fundamental psychological aspects these elements address. It is hypothesized that this leads to an intrinsic motivation to use the software, causing the experience of ‘fun”, which consequently leads to an increase in productivity. [...]

Gamification in Learning and Education

Gamification in Learning and Education PDF Author: Sangkyun Kim
Publisher: Springer
ISBN: 3319472836
Category : Education
Languages : en
Pages : 159

Book Description
This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

Gamification

Gamification PDF Author: Stefan Stieglitz
Publisher: Springer
ISBN: 3319455575
Category : Computers
Languages : en
Pages : 164

Book Description
This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.

The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition

The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition PDF Author: Gabe Zichermann
Publisher: McGraw Hill Professional
ISBN: 0071808329
Category : Business & Economics
Languages : en
Pages : 256

Book Description
THE REVOLUTION WILL BE GAMIFIED MASTER THE GAMIFIED STRATEGIES THAT WILL TRANSFORM YOUR BUSINESS--OR BE LEFT BEHIND Gamification: It's the hottest new strategy in business, and for good reason--it's helping leading companies create unprecedented engagement with customers and employees. Gamification uses the latest innovations from game design, loyalty programs, and behavioral economics to help you cut through the noise and transform your organization into a lean, mean machine ready to fight the battle for user attention and loyalty. With The Gamification Revolution you'll learn how top companies: Recruit and retain the best talent from the gamer generation and beyond Train employees and drive excellence with noncash incentives Cut through the market noise and ignite consumer sales growth Generate unprecedented customer loyalty without breaking the bank Drawing inspiration from the most popular games of all time--from Angry Birds to World of Warcraft--the authors reveal the secrets of market leaders that you can apply immediately to your business. As a bonus, the book gives you full access to The Gamification Revolution app--a great way to optimize and enhance your experience with videos, tips, and social tools, including the ability to easily share the best ideas with your colleagues and workgroup. You'll learn the new rules of engagement that are guaranteed to generate excitement and enthusiasm--in your employees and your customers. You'll understand how game designers predict and motivate behaviors--and how you can get the results you want. You'll also find a winning selection of fascinating case studies, best practices, and game-ready tools of the trade you can easily apply to your specific needs. It's all here in one ready-to-use strategy guide filled with the best ideas and pitfalls you can avoid. If you're going to play the game, this is how you play it. To win. Praise for The Gamification Revolution: "For consumer-facing businesses today, nothing matters more than delivering a great user experience and creating lasting engagement with your consumers and employees. The Gamification Revolution will show you how leaders have reached for the top and won." -- ALEXANDRA WILKIS WILSON, Cofounder, Gilt Groupe, and author of the New York Times bestseller By Invitation Only "In today's fast-paced world, people are more distracted than ever. To stand out, you'll need to cut through the noise and get them engaged. The Gamification Revolution will teach you the essential building blocks for achieving long-term success and growth." -- JESSE REDNISS, SVP, USA Network/NBCU "From engaging customers to retaining a team, The Gamification Revolution will provide you with tactics that generate results. I know. Gabe's wisdom has helped the Founder Institute expand to every inhabited continent and change thousands of lives." -- ADEO RESSI, CEO, Founder Institute "Zichermann and Linder propose a pragmatic approach to gamification that will provide breakthrough results. Sales is the last bastion of corporate innovation, and this spectacular read is a must for any sales leader." -- HI LEVA, Senior VP Sales Operations, Clear Channel Outdoor

Gamification for Employee Engagement

Gamification for Employee Engagement PDF Author: Akila Narayanan
Publisher: Packt Publishing Ltd
ISBN: 1783001356
Category : Business & Economics
Languages : en
Pages : 150

Book Description
If a positive and engaged team is important to you, get started with gamification now and discover how it could transform your workplace.

The Effects of Gamification on Motivation and Performance

The Effects of Gamification on Motivation and Performance PDF Author: Anna Faust
Publisher:
ISBN: 9783658351960
Category :
Languages : en
Pages : 0

Book Description
In this book, Anna Faust examines the effects of gamification as a non-monetary incentive scheme on motivation and performance. A primary concern of managerial accounting are systems and practices that increase motivation, effort, and performance. However, in the field of management accounting and management control, previous research has focused on the effects of monetary incentives at the expense of non-monetary incentives. Gamification, as a non-monetary incentive scheme, has received little to no attention so far in the field of management accounting and management control. To address this gap, the author conducts three studies to investigate the influence of gamification on motivation and performance. Overall, this book offers new insights into the complexity of gamification as an incentive scheme. About the author Anna Faust worked as a research assistant at the Chair of Accounting and Management Control at the Technical University Berlin. Her research focuses on digitalized performance and incentive systems. Beforehand, she worked as a consultant in a strategic management consultancy with a focus on risk assessment and process optimization.