The Gamification of Innovation | Special Issue of Creativity and Innovation Management_
Guest Edited by:
Steffen Roth, ESC Rennes School of Business, France | Dirk Schneckenberg, ESC Rennes School of Business, France | Chia-Wen Tsai, Ming Chuan University, Taiwan
The key to innovation, creativity, is commonly attributed to persons (Amabile, 1997; Amabile, et al., 2005; John-Steiner, 1997; Zhou & Shalley, 2003), groups (Florida, 2002; Miura & Hida, 2004; Paulus & Nijstad, 2003), organizations (Davila, et al., 2006; Drazin, et al., 1999), or entire economies (Friedman, 2006; Howkins, 2002). In all of these perspectives, the different forms of creativity are considered qualities displayed or possessed by individual or collective “creative selves” (Prichard, 2002).
Recent research, however, has generally empasized the role of plays and games as sources and resources of creativity (Dodgson, et al., 2005) as well as, in particular, spaces and media for business strategy and management education (Andersen, 2001). As games are social by nature, they transcend the borders of actor-centered attribution and call for a focus on specific qualities or steering technologies of communication (Thygesen, 2007). The emerging interest in the interrelation of play, game, creativity, and innovation, therefore, reflects and effects quite fundamental changes of the Executive wish lists (McCosh, et al., 1998) of “Proven Methods of Innovation Management”, which have not been met by systematic updates of the corresponding list of supplies of creativity and innovation management tools yet. The emerging body of literature on specific aspects such as design thinking in product development, structural constellations in change management, Lego Serious Play in strategic management, serious games in management education, or the recently detected gamification of crowdsourcing, hence,calls for comprehensive analyses of the underlying climate change to a more playful ecology of minds.
The special issue on the “Gamification of Innovation” will therefore focus on the collection and reflection of the games played in the Olymp(ic)s of creativity and innovation management. We particularly welcome contributions opening up and entering the tension zone of gamification and innovation to explore the ways in which games shape and reshape the forms and functions of communication in order to stimulate creativity. In addition, inputs, which link gamification to aspects of ideation, design thinking, social media, and computer communication, will also receive full consideration.
We welcome articles that address issues related, without being limited, to the following areas:
- Productive Games for Product Innovation
- The Serious Games of Change Management
- MPOGs and Marketing Innovations
- Offline Games for Innovation
- Innovation Games for the Bottom of the Pyramid
- Game, Competition, and Innovation Openness
- Crowd, Wisdom, and Creativity
- Games, Tools, and Design Frameworks for Innovation
- Gamification, Sense-making, and Storytelling
- Fun, Stress, and Creativity
- Playing, Thinking, and Feeling
- The Retro-Future of Ludic Innovation Management
Deadline and Submissions
Manuscripts should be prepared according to the CIM author guidelines, and need to be submitted through the online submission system of CIM: http://mc.manuscriptcentral.com/cim. The deadline for the submission of papers is June 15th 2013. When submitting it is important that you clearly state that your submission is intended for the special issue.
The Guest editors are pleased to discuss ideas for papers and can be emailed at the below addresses:
Steffen Roth: email@example.com
Dirk Schneckenberg: firstname.lastname@example.org
Chia-Wen Tsai: email@example.com