@inproceedings{d4d764cd2cb1445db22930a2d1d8e396,
title = "Increasing the creative output at the fuzzy front end of innovation - a concept for a gamified internal enterprise ideation platform",
abstract = "In this study we conceptualize a gamified system for companies to be used in IT-backed ideation processes. We conducted two rounds of expert interviews in German and Austrian companies focusing on the challenges and obstacles of gamification systems within an enterprise setting. We then drew from the gamification literature and established eight stimuli, for a conjoint analysis. The survey among 75 employees revealed that the stimuli with a combination of collaboration and competition are the most favored one with respect to the intention to share knowledge. Specifically participants ranked the possibility to evaluate others or being evaluated as the most important characteristic. Our results add useful information to the boundaries of gamified systems and the acceptance of popular game elements in enterprises. We further highlight the final characteristics of the gamified system and what needs to be considered when implementing them into an enterprise setting.",
author = "Eric Zimmerling and Hoflinger, {Patrick J.} and Philipp Sandner and Welpe, {Isabell M.}",
note = "Publisher Copyright: {\textcopyright} 2016 IEEE.; 49th Annual Hawaii International Conference on System Sciences, HICSS 2016 ; Conference date: 05-01-2016 Through 08-01-2016",
year = "2016",
month = mar,
day = "7",
doi = "10.1109/HICSS.2016.108",
language = "English",
series = "Proceedings of the Annual Hawaii International Conference on System Sciences",
publisher = "IEEE Computer Society",
pages = "837--846",
editor = "Sprague, {Ralph H.} and Bui, {Tung X.}",
booktitle = "Proceedings of the 49th Annual Hawaii International Conference on System Sciences, HICSS 2016",
}