Information management can't be all fun and games, can it? How gamified experiences foster information exchange in multi-actor service ecosystems

Detalhes bibliográficos
Autor(a) principal: Weretecki, Patrick
Data de Publicação: 2021
Outros Autores: Greve, Goetz, Bates, Kenneth, Henseler, Jörg
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10362/124154
Resumo: Weretecki, P., Greve, G., Bates, K., & Henseler, J. (2021). Information management can't be all fun and games, can it? How gamified experiences foster information exchange in multi-actor service ecosystems. International Journal Of Information Management, 61, 1-12. [102391]. https://doi.org/10.1016/j.ijinfomgt.2021.102391
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spelling Information management can't be all fun and games, can it? How gamified experiences foster information exchange in multi-actor service ecosystemsExperiential valueGamificationInformation exchange behaviorKnowledge sharing attitudeMulti-actor service ecosystemManagement Information SystemsInformation SystemsComputer Networks and CommunicationsMarketingInformation Systems and ManagementLibrary and Information SciencesArtificial IntelligenceSDG 9 - Industry, Innovation, and InfrastructureWeretecki, P., Greve, G., Bates, K., & Henseler, J. (2021). Information management can't be all fun and games, can it? How gamified experiences foster information exchange in multi-actor service ecosystems. International Journal Of Information Management, 61, 1-12. [102391]. https://doi.org/10.1016/j.ijinfomgt.2021.102391This paper investigates whether gamified experiences in a multi-actor service ecosystem can be used to encourage customers’ information exchange behavior. Furthermore, it examines the impact of customers’ knowledge sharing attitude on the relationship between experiential value and customers’ information exchange behavior. Structural equation modeling was used to assess these dynamic relationships and provide a scalable measurement instrument that can be applied to gamified experiences ranging from simple customer-interface interactions, all the way up to multi-actor service ecosystems. Our findings support the notion that managers can use gamification to foster information exchange and thereby value co-creation between customers and employees directly, without necessarily having to change customers attitudes first. The findings also suggest that gamification can be applied successfully in cases of large groups of people with widely varying characteristics, backgrounds, and motivations. Additionally, our research indicates that experiential value is a suitable candidate for a consistent measurement instrument for gamification. This study is the first to apply a holistic experiential value approach to a gamified experience that simultaneously accounts for customers’ interactions with a multisensory physical environment, their personal interactions with employees, and their interactions with other customers.Information Management Research Center (MagIC) - NOVA Information Management SchoolNOVA Information Management School (NOVA IMS)RUNWeretecki, PatrickGreve, GoetzBates, KennethHenseler, Jörg2021-09-08T00:20:17Z2021-12-012021-12-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/article12application/pdfhttp://hdl.handle.net/10362/124154eng0268-4012PURE: 33519858https://doi.org/10.1016/j.ijinfomgt.2021.102391info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-03-11T05:05:36Zoai:run.unl.pt:10362/124154Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T03:45:21.605497Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Information management can't be all fun and games, can it? How gamified experiences foster information exchange in multi-actor service ecosystems
title Information management can't be all fun and games, can it? How gamified experiences foster information exchange in multi-actor service ecosystems
spellingShingle Information management can't be all fun and games, can it? How gamified experiences foster information exchange in multi-actor service ecosystems
Weretecki, Patrick
Experiential value
Gamification
Information exchange behavior
Knowledge sharing attitude
Multi-actor service ecosystem
Management Information Systems
Information Systems
Computer Networks and Communications
Marketing
Information Systems and Management
Library and Information Sciences
Artificial Intelligence
SDG 9 - Industry, Innovation, and Infrastructure
title_short Information management can't be all fun and games, can it? How gamified experiences foster information exchange in multi-actor service ecosystems
title_full Information management can't be all fun and games, can it? How gamified experiences foster information exchange in multi-actor service ecosystems
title_fullStr Information management can't be all fun and games, can it? How gamified experiences foster information exchange in multi-actor service ecosystems
title_full_unstemmed Information management can't be all fun and games, can it? How gamified experiences foster information exchange in multi-actor service ecosystems
title_sort Information management can't be all fun and games, can it? How gamified experiences foster information exchange in multi-actor service ecosystems
author Weretecki, Patrick
author_facet Weretecki, Patrick
Greve, Goetz
Bates, Kenneth
Henseler, Jörg
author_role author
author2 Greve, Goetz
Bates, Kenneth
Henseler, Jörg
author2_role author
author
author
dc.contributor.none.fl_str_mv Information Management Research Center (MagIC) - NOVA Information Management School
NOVA Information Management School (NOVA IMS)
RUN
dc.contributor.author.fl_str_mv Weretecki, Patrick
Greve, Goetz
Bates, Kenneth
Henseler, Jörg
dc.subject.por.fl_str_mv Experiential value
Gamification
Information exchange behavior
Knowledge sharing attitude
Multi-actor service ecosystem
Management Information Systems
Information Systems
Computer Networks and Communications
Marketing
Information Systems and Management
Library and Information Sciences
Artificial Intelligence
SDG 9 - Industry, Innovation, and Infrastructure
topic Experiential value
Gamification
Information exchange behavior
Knowledge sharing attitude
Multi-actor service ecosystem
Management Information Systems
Information Systems
Computer Networks and Communications
Marketing
Information Systems and Management
Library and Information Sciences
Artificial Intelligence
SDG 9 - Industry, Innovation, and Infrastructure
description Weretecki, P., Greve, G., Bates, K., & Henseler, J. (2021). Information management can't be all fun and games, can it? How gamified experiences foster information exchange in multi-actor service ecosystems. International Journal Of Information Management, 61, 1-12. [102391]. https://doi.org/10.1016/j.ijinfomgt.2021.102391
publishDate 2021
dc.date.none.fl_str_mv 2021-09-08T00:20:17Z
2021-12-01
2021-12-01T00:00:00Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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dc.identifier.uri.fl_str_mv http://hdl.handle.net/10362/124154
url http://hdl.handle.net/10362/124154
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 0268-4012
PURE: 33519858
https://doi.org/10.1016/j.ijinfomgt.2021.102391
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eu_rights_str_mv openAccess
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application/pdf
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reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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