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

Detalhes bibliográficos
Autor(a) principal: Lopes, João M.
Data de Publicação: 2022
Outros Autores: Gomes, Sofia, Rodrigues, Ivo
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/11328/4529
Resumo: 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 cocreation”, “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.
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spelling Playing the gamification and co‑creation game: a bibliometric literature reviewGamifcationEngagementCo-creationManagementValue creationGamifed strategyThe 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 cocreation”, “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.Springer2022-11-09T11:21:23Z2023-11-08T00:00:00Z2022-11-08T00:00:00Z2022-11-08info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/11328/4529eng2198-1639 (Electronic)2198-1620 (Print)10.1007/s11301-022-00302-8Lopes, João M.Gomes, SofiaRodrigues, Ivoinfo:eu-repo/semantics/embargoedAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-06-15T02:13:12ZPortal AgregadorONG
dc.title.none.fl_str_mv Playing the gamification and co‑creation game: a bibliometric literature review
title Playing the gamification and co‑creation game: a bibliometric literature review
spellingShingle Playing the gamification and co‑creation game: a bibliometric literature review
Lopes, João M.
Gamifcation
Engagement
Co-creation
Management
Value creation
Gamifed strategy
title_short Playing the gamification and co‑creation game: a bibliometric literature review
title_full Playing the gamification and co‑creation game: a bibliometric literature review
title_fullStr Playing the gamification and co‑creation game: a bibliometric literature review
title_full_unstemmed Playing the gamification and co‑creation game: a bibliometric literature review
title_sort Playing the gamification and co‑creation game: a bibliometric literature review
author Lopes, João M.
author_facet Lopes, João M.
Gomes, Sofia
Rodrigues, Ivo
author_role author
author2 Gomes, Sofia
Rodrigues, Ivo
author2_role author
author
dc.contributor.author.fl_str_mv Lopes, João M.
Gomes, Sofia
Rodrigues, Ivo
dc.subject.por.fl_str_mv Gamifcation
Engagement
Co-creation
Management
Value creation
Gamifed strategy
topic Gamifcation
Engagement
Co-creation
Management
Value creation
Gamifed strategy
description 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 cocreation”, “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.
publishDate 2022
dc.date.none.fl_str_mv 2022-11-09T11:21:23Z
2022-11-08T00:00:00Z
2022-11-08
2023-11-08T00:00:00Z
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url http://hdl.handle.net/11328/4529
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language eng
dc.relation.none.fl_str_mv 2198-1639 (Electronic)
2198-1620 (Print)
10.1007/s11301-022-00302-8
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publisher.none.fl_str_mv Springer
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