GAMIFICATION AS A NEW TREND IN THE CO-CREATION PROCESS/GAMIFICACAO COMO UMA NOVA TENDENCIA NO PROCESSO DE COCRIACAO

Purpose: Interaction through the use of social media, smartphones, and online games is increasingly growing. Regarding games, it is estimated that part of the population spends more than 12 hours a week in interactions provided by online games. In this context, the objective of the present research...

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Veröffentlicht in:RAM. Revista de Administração Mackenzie 2021-07, Vol.22 (4)
Hauptverfasser: Rodrigues, Ivo M.F.M, Soares, Nuno F.M, Lopes, Joao M, Oliveira, Jose C, Lopes, Jorge M.N.G
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Zusammenfassung:Purpose: Interaction through the use of social media, smartphones, and online games is increasingly growing. Regarding games, it is estimated that part of the population spends more than 12 hours a week in interactions provided by online games. In this context, the objective of the present research is to study and deepen the connection between co-creation and gamification applied to the services sector. Originality/value: This research aims to contribute to the gap reduction in the existing literature in the areas of gamification and co-creation applied to the services sector. The fact that the research is applied to a peripheral region of Europe and to a different business sector contributes to a better understanding of the relationship established between gamified co-creation and the business sector in these types of regions. It also helps companies in the process of developing and implementing new strategies. Design/methodology/approach: By using a qualitative methodology, seven interviews were carried out in different companies located in Portugal and operating in the services sector. Findings: This research will allow a better understanding of the Portuguese business world and if this corporate environment is ready to work with new methodologies. It was possible to point out some good practices related to the implementation of a gamified co-creation methodology, as well as to provide an alert for the negative aspects that may arise when working under this approach. Companies acknowledge that the adoption of a gamified co-creation methodology brings some advantages and increases their competitiveness levels in the market. KEYWORDS Gamification. Co-creation. Companies. Marketing. Peripheral region. Objetivo: O uso de ferramentas digitais e uma realidade no cotidiano de grande parte da populacao mundial, seja no trabalho ou na vida social. A interacao por meio do uso de midias sociais, smartphones e jogos on-line esta a crescer acentuadamente. Em relacao aos jogos, estima-se que parte da populacao passa mais de 12 horas por semana em interacoes fornecidas por jogos on-line. Nesse contexto, o presente estudo tem como objetivo aprofundar a conexao entre a cocriacao e a gamificacao aplicadas ao setor de servicos. Originalidade/valor: Este estudo procura contribuir para a reducao do gap na literatura existente nas areas da gamificacao e cocriacao quando aplicadas ao setor dos servicos. O facto de o estudo ser aplicado numa regiao periferica da Europa e com u
ISSN:1518-6776
1678-6971
DOI:10.1590/1678-6971/eRAMR210132