Playing the gamification and co‑creation game: a bibliometric literature review
dc.contributor.author | Lopes, João M. | |
dc.contributor.author | Rodrigues, Ivo | |
dc.contributor.author | Gomes, Sofia | |
dc.date.accessioned | 2022-11-09T11:21:23Z | |
dc.date.available | 2022-11-09T11:21:23Z | |
dc.date.embargo | 2023-11-08 | |
dc.date.issued | 2022-11-08 | |
dc.description.abstract | 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. | pt_PT |
dc.identifier.citation | Lopes, J. M., Gomes, S. & Rodrigues, I. (2022). Playing the gamification and co‑creation game: a bibliometric literature review. Management Review Quarterly, 72(4)), 1-24. https://doi.org/10.1007/s11301-022-00302-8. Repositório Institucional UPT. http://hdl.handle.net/11328/4529 | pt_PT |
dc.identifier.doi | 10.1007/s11301-022-00302-8 | pt_PT |
dc.identifier.issn | 2198-1639 (Electronic) | |
dc.identifier.issn | 2198-1620 (Print) | |
dc.identifier.uri | http://hdl.handle.net/11328/4529 | |
dc.language.iso | eng | pt_PT |
dc.peerreviewed | yes | pt_PT |
dc.publisher | Springer | pt_PT |
dc.relation.publisherversion | http://link.springer.com/journal/11301 | pt_PT |
dc.rights | embargoed access | pt_PT |
dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | pt_PT |
dc.subject | Gamifcation | pt_PT |
dc.subject | Engagement | pt_PT |
dc.subject | Co-creation | pt_PT |
dc.subject | Management | pt_PT |
dc.subject | Value creation | pt_PT |
dc.subject | Gamifed strategy | pt_PT |
dc.title | Playing the gamification and co‑creation game: a bibliometric literature review | pt_PT |
dc.type | journal article | pt_PT |
degois.publication.firstPage | 1 | pt_PT |
degois.publication.issue | 4 | pt_PT |
degois.publication.lastPage | 24 | pt_PT |
degois.publication.location | Switzerland | pt_PT |
degois.publication.title | Management Review Quarterly | pt_PT |
degois.publication.volume | 72 | pt_PT |
dspace.entity.type | Publication | en |
person.affiliation.name | REMIT - Research on Economics, Management and Information Technologies | |
person.familyName | Gomes | |
person.givenName | Sofia | |
person.identifier.ciencia-id | B415-29D7-EC1A | |
person.identifier.orcid | 0000-0002-0326-0655 | |
person.identifier.rid | AAX-9149- 2021 | |
person.identifier.scopus-author-id | 36983012600 | |
relation.isAuthorOfPublication | 05ebcd91-a47c-4480-bf6a-7865f2014dc2 | |
relation.isAuthorOfPublication.latestForDiscovery | 05ebcd91-a47c-4480-bf6a-7865f2014dc2 |
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