Design of services in servitized firms: gamification as an adequate tool
Purpose This paper aim to propose a model of analysis that justifies gamification as an adequate tool to improve the design of services through the human centered design (HCD) methodology. Design/methodology/approach The present study is a conceptual contribution. Based on the information provided b...
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Veröffentlicht in: | The Journal of business & industrial marketing 2020-03, Vol.35 (3), p.575-585 |
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creator | García-Magro, Cristina Soriano-Pinar, Isabel |
description | Purpose
This paper aim to propose a model of analysis that justifies gamification as an adequate tool to improve the design of services through the human centered design (HCD) methodology.
Design/methodology/approach
The present study is a conceptual contribution. Based on the information provided by the academic literature on the design of services, HCD and gamification, the suitability of the proposed model is justified to help the servitized companies to improve the design of their services.
Findings
There is a gap in the academic literature about how a servitized company develops its service design process; consumers demand experiences through services; involving consumers in the co-creation of value and co-design of services can guide servitized companies to achieve success with servitization; gamification is an effective tool as a relational marketing strategy.
Research limitations/implications
The review of the literature carried out in this paper provides a solid theoretical basis for future researchers in the area of servitization, service design and relational marketing. However, given the conceptual nature of the research, it is necessary to validate empirically the proposed model.
Practical implications
The proposed model can be useful as a reference for manufacturing companies to guide their servitization process. The study extends the debate on how to integrate the design of services by presenting a model of development based on gamification.
Originality/value
Having knowledge of the end-user is essential throughout the service design process and gamification can be achieved as a HCD technique. |
doi_str_mv | 10.1108/JBIM-12-2018-0413 |
format | Article |
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This paper aim to propose a model of analysis that justifies gamification as an adequate tool to improve the design of services through the human centered design (HCD) methodology.
Design/methodology/approach
The present study is a conceptual contribution. Based on the information provided by the academic literature on the design of services, HCD and gamification, the suitability of the proposed model is justified to help the servitized companies to improve the design of their services.
Findings
There is a gap in the academic literature about how a servitized company develops its service design process; consumers demand experiences through services; involving consumers in the co-creation of value and co-design of services can guide servitized companies to achieve success with servitization; gamification is an effective tool as a relational marketing strategy.
Research limitations/implications
The review of the literature carried out in this paper provides a solid theoretical basis for future researchers in the area of servitization, service design and relational marketing. However, given the conceptual nature of the research, it is necessary to validate empirically the proposed model.
Practical implications
The proposed model can be useful as a reference for manufacturing companies to guide their servitization process. The study extends the debate on how to integrate the design of services by presenting a model of development based on gamification.
Originality/value
Having knowledge of the end-user is essential throughout the service design process and gamification can be achieved as a HCD technique.</description><identifier>ISSN: 0885-8624</identifier><identifier>EISSN: 2052-1189</identifier><identifier>DOI: 10.1108/JBIM-12-2018-0413</identifier><language>eng</language><publisher>Santa Barbara: Emerald Publishing Limited</publisher><subject>Competitive advantage ; Customer services ; Design ; Gamification ; Industry 4.0 ; Manufacturing ; Service design ; Value creation</subject><ispartof>The Journal of business & industrial marketing, 2020-03, Vol.35 (3), p.575-585</ispartof><rights>Emerald Publishing Limited</rights><rights>Emerald Publishing Limited 2019</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c314t-c18e1eb6dda5f74777ca2f5e27290dd9fac2fe97850c665d140fcd1aa4a104cc3</citedby><cites>FETCH-LOGICAL-c314t-c18e1eb6dda5f74777ca2f5e27290dd9fac2fe97850c665d140fcd1aa4a104cc3</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://www.emerald.com/insight/content/doi/10.1108/JBIM-12-2018-0413/full/html$$EHTML$$P50$$Gemerald$$H</linktohtml><link.rule.ids>314,780,784,966,11634,27923,27924,52688</link.rule.ids></links><search><creatorcontrib>García-Magro, Cristina</creatorcontrib><creatorcontrib>Soriano-Pinar, Isabel</creatorcontrib><title>Design of services in servitized firms: gamification as an adequate tool</title><title>The Journal of business & industrial marketing</title><description>Purpose
This paper aim to propose a model of analysis that justifies gamification as an adequate tool to improve the design of services through the human centered design (HCD) methodology.
Design/methodology/approach
The present study is a conceptual contribution. Based on the information provided by the academic literature on the design of services, HCD and gamification, the suitability of the proposed model is justified to help the servitized companies to improve the design of their services.
Findings
There is a gap in the academic literature about how a servitized company develops its service design process; consumers demand experiences through services; involving consumers in the co-creation of value and co-design of services can guide servitized companies to achieve success with servitization; gamification is an effective tool as a relational marketing strategy.
Research limitations/implications
The review of the literature carried out in this paper provides a solid theoretical basis for future researchers in the area of servitization, service design and relational marketing. However, given the conceptual nature of the research, it is necessary to validate empirically the proposed model.
Practical implications
The proposed model can be useful as a reference for manufacturing companies to guide their servitization process. The study extends the debate on how to integrate the design of services by presenting a model of development based on gamification.
Originality/value
Having knowledge of the end-user is essential throughout the service design process and gamification can be achieved as a HCD technique.</description><subject>Competitive advantage</subject><subject>Customer services</subject><subject>Design</subject><subject>Gamification</subject><subject>Industry 4.0</subject><subject>Manufacturing</subject><subject>Service design</subject><subject>Value creation</subject><issn>0885-8624</issn><issn>2052-1189</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2020</creationdate><recordtype>article</recordtype><sourceid>AFKRA</sourceid><sourceid>AZQEC</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><sourceid>GNUQQ</sourceid><sourceid>GUQSH</sourceid><sourceid>M2O</sourceid><recordid>eNptkE1PwzAMhiMEEmPwA7hF4hyIk6bNuMH42NAQFzhHIXGmTGvLkg4Jfj2tygUJH2wf3seWHkLOgV8CcH31dLt8ZiCY4KAZL0AekIngSjAAPTskE661YroUxTE5yXnD-9JSTcjiDnNcN7QNNGP6jA4zjc24d_EbPQ0x1fmarm0dQ3S2i21Dbaa27x53e9sh7dp2e0qOgt1mPPudU_L2cP86X7DVy-NyfrNiTkLRMQcaAd9L760KVVFVlbMiKBSVmHHvZ8E6EXBWacVdWSoPBQ_Og7WFBV44J6fkYrz7kdrdHnNnNu0-Nf1LI5SUWoIoyz4FY8qlNueEwXykWNv0ZYCbQZgZhBkQZhBmBmE9w0cGa0x26_9F_jiWP184bKk</recordid><startdate>20200318</startdate><enddate>20200318</enddate><creator>García-Magro, Cristina</creator><creator>Soriano-Pinar, Isabel</creator><general>Emerald Publishing Limited</general><general>Emerald Group Publishing Limited</general><scope>AAYXX</scope><scope>CITATION</scope><scope>0U~</scope><scope>1-H</scope><scope>7WY</scope><scope>7WZ</scope><scope>7XB</scope><scope>8AO</scope><scope>AFKRA</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>BEZIV</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>F~G</scope><scope>GNUQQ</scope><scope>GUQSH</scope><scope>K6~</scope><scope>L.-</scope><scope>L.0</scope><scope>M0C</scope><scope>M2O</scope><scope>M2T</scope><scope>MBDVC</scope><scope>PQBIZ</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>Q9U</scope></search><sort><creationdate>20200318</creationdate><title>Design of services in servitized firms: gamification as an adequate tool</title><author>García-Magro, Cristina ; Soriano-Pinar, Isabel</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c314t-c18e1eb6dda5f74777ca2f5e27290dd9fac2fe97850c665d140fcd1aa4a104cc3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2020</creationdate><topic>Competitive advantage</topic><topic>Customer services</topic><topic>Design</topic><topic>Gamification</topic><topic>Industry 4.0</topic><topic>Manufacturing</topic><topic>Service design</topic><topic>Value creation</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>García-Magro, Cristina</creatorcontrib><creatorcontrib>Soriano-Pinar, Isabel</creatorcontrib><collection>CrossRef</collection><collection>Global News & ABI/Inform Professional</collection><collection>Trade PRO</collection><collection>ABI/INFORM Collection</collection><collection>ABI/INFORM Global (PDF only)</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>ProQuest Pharma Collection</collection><collection>ProQuest Central UK/Ireland</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>Business Premium Collection</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central Korea</collection><collection>ABI/INFORM Global (Corporate)</collection><collection>ProQuest Central Student</collection><collection>Research Library Prep</collection><collection>ProQuest Business Collection</collection><collection>ABI/INFORM Professional Advanced</collection><collection>ABI/INFORM Professional Standard</collection><collection>ABI/INFORM Global</collection><collection>Research Library</collection><collection>Telecommunications Database</collection><collection>Research Library (Corporate)</collection><collection>ProQuest One Business</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central Basic</collection><jtitle>The Journal of business & industrial marketing</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>García-Magro, Cristina</au><au>Soriano-Pinar, Isabel</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Design of services in servitized firms: gamification as an adequate tool</atitle><jtitle>The Journal of business & industrial marketing</jtitle><date>2020-03-18</date><risdate>2020</risdate><volume>35</volume><issue>3</issue><spage>575</spage><epage>585</epage><pages>575-585</pages><issn>0885-8624</issn><eissn>2052-1189</eissn><abstract>Purpose
This paper aim to propose a model of analysis that justifies gamification as an adequate tool to improve the design of services through the human centered design (HCD) methodology.
Design/methodology/approach
The present study is a conceptual contribution. Based on the information provided by the academic literature on the design of services, HCD and gamification, the suitability of the proposed model is justified to help the servitized companies to improve the design of their services.
Findings
There is a gap in the academic literature about how a servitized company develops its service design process; consumers demand experiences through services; involving consumers in the co-creation of value and co-design of services can guide servitized companies to achieve success with servitization; gamification is an effective tool as a relational marketing strategy.
Research limitations/implications
The review of the literature carried out in this paper provides a solid theoretical basis for future researchers in the area of servitization, service design and relational marketing. However, given the conceptual nature of the research, it is necessary to validate empirically the proposed model.
Practical implications
The proposed model can be useful as a reference for manufacturing companies to guide their servitization process. The study extends the debate on how to integrate the design of services by presenting a model of development based on gamification.
Originality/value
Having knowledge of the end-user is essential throughout the service design process and gamification can be achieved as a HCD technique.</abstract><cop>Santa Barbara</cop><pub>Emerald Publishing Limited</pub><doi>10.1108/JBIM-12-2018-0413</doi><tpages>11</tpages></addata></record> |
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language | eng |
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source | Emerald Journals |
subjects | Competitive advantage Customer services Design Gamification Industry 4.0 Manufacturing Service design Value creation |
title | Design of services in servitized firms: gamification as an adequate tool |
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