{"title":"对商业模式创新的游戏化设计进行分类","authors":"Stavros Lounis, K. Pramatari, G. Doukidis","doi":"10.33965/es2020_202005c019","DOIUrl":null,"url":null,"abstract":"In an era of gamification and the respective research advances in the field, starting from 2010 a rise is observed in the number of companies introducing a gamification solution in their outlook towards innovation in their business model. We study artefact gamification outcomes of decisions to implement a gamification solution in parallel with the business model the organization operates under found across the literature, in order to identify whether the overarching business model correlates with the type of gamification solution selected for development in the course of their efforts for innovation. Furthermore, we aim to examine the gamification design decisions implemented in selected systems across industries in order to extract valuable input that will help decision makers of companies of similar business models derive to an informed decision relative to their own potential gamification implementation. In this short paper we describe our research approach and recent progress on the utilization of the business models’ patterns identified in the St. Gallen’s Business Model Navigator TM in parallel to the Business Model Canvas and to gamification solutions as means to uncover potentially valuable patterns.","PeriodicalId":189678,"journal":{"name":"Proceedings of the 18th International Conference on e-Society (ES 2020)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-04-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"TOWARDS A TAXONOMY OF GAMIFICATION DESIGNS FOR BUSINESS MODEL INNOVATION\",\"authors\":\"Stavros Lounis, K. Pramatari, G. Doukidis\",\"doi\":\"10.33965/es2020_202005c019\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In an era of gamification and the respective research advances in the field, starting from 2010 a rise is observed in the number of companies introducing a gamification solution in their outlook towards innovation in their business model. We study artefact gamification outcomes of decisions to implement a gamification solution in parallel with the business model the organization operates under found across the literature, in order to identify whether the overarching business model correlates with the type of gamification solution selected for development in the course of their efforts for innovation. Furthermore, we aim to examine the gamification design decisions implemented in selected systems across industries in order to extract valuable input that will help decision makers of companies of similar business models derive to an informed decision relative to their own potential gamification implementation. In this short paper we describe our research approach and recent progress on the utilization of the business models’ patterns identified in the St. Gallen’s Business Model Navigator TM in parallel to the Business Model Canvas and to gamification solutions as means to uncover potentially valuable patterns.\",\"PeriodicalId\":189678,\"journal\":{\"name\":\"Proceedings of the 18th International Conference on e-Society (ES 2020)\",\"volume\":\"26 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-04-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 18th International Conference on e-Society (ES 2020)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.33965/es2020_202005c019\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 18th International Conference on e-Society (ES 2020)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.33965/es2020_202005c019","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
TOWARDS A TAXONOMY OF GAMIFICATION DESIGNS FOR BUSINESS MODEL INNOVATION
In an era of gamification and the respective research advances in the field, starting from 2010 a rise is observed in the number of companies introducing a gamification solution in their outlook towards innovation in their business model. We study artefact gamification outcomes of decisions to implement a gamification solution in parallel with the business model the organization operates under found across the literature, in order to identify whether the overarching business model correlates with the type of gamification solution selected for development in the course of their efforts for innovation. Furthermore, we aim to examine the gamification design decisions implemented in selected systems across industries in order to extract valuable input that will help decision makers of companies of similar business models derive to an informed decision relative to their own potential gamification implementation. In this short paper we describe our research approach and recent progress on the utilization of the business models’ patterns identified in the St. Gallen’s Business Model Navigator TM in parallel to the Business Model Canvas and to gamification solutions as means to uncover potentially valuable patterns.