Playing the gamification and co-creation game: a bibliometric literature review

被引:9
|
作者
Lopes, Joao M. [1 ,2 ]
Gomes, Sofia [3 ]
Rodrigues, Ivo [4 ]
机构
[1] Univ Beira Interior, Miguel Torga Inst Higher Educ, Estr Sineiro,s-n, P-6200209 Covilha, Portugal
[2] Univ Beira Interior, NECE UBI Res Unit Business Sci, Estr Sineiro,s-n, P-6200209 Covilha, Portugal
[3] Univ Portucalense, REMIT Res Econ Management & Informat Technol, R Dr Antonio Bernardino Almeida 541, P-4200072 Porto, Portugal
[4] ISAG European Business Sch, Campus Salazares Ramalde,Rua Salazares 842, P-4100442 Porto, Portugal
关键词
Gamification; Engagement; Co-creation; Management; Value creation; Gamified strategy; M10; M31; CUSTOMER ENGAGEMENT; IMPACT; ENTREPRENEURSHIP; SATISFACTION; INTENTIONS; INNOVATION; EDUCATION; SERVICES; STRATEGY; STUDENTS;
D O I
10.1007/s11301-022-00302-8
中图分类号
F [经济];
学科分类号
02 ;
摘要
The growing use of gamification as a powerful communication and engagement tool for active and passive users has raised greater interest among academics and professionals. The benefits of gamification tend to increase when a co-creation process involves users. This study aims to carry out a bibliometric literature review on gamification and co-creation to assess their roles in engaging active and passive users and creating value for companies. To this end, a bibliometric literature review was conducted. We used the Web of Science database and gathered publications 157 for analysis that simultaneously respected the key search terms terms "gamif* and co-creation", "gamif* and user-design", "gamif* and customization" and "gamif* and engagement". In addition to analysing the evolution of publications and citations and identifying lines of research, this study proposes a model for implementing a gamified strategy with co-creation to obtain greater consumer and company benefits. This study proposes an original model for implementing a gamified strategy with co-creation ("GAMER" model), contributing to the still scarce literature on the subject. On the other hand, the study of gamification and co-creation was carried out comprehensively, not focusing on a specific industry or area.
引用
收藏
页码:353 / 376
页数:24
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