Playing the gamification and co‑creation game: a bibliometric literature review

dc.contributor.authorLopes, João M.
dc.contributor.authorRodrigues, Ivo
dc.contributor.authorGomes, Sofia
dc.date.accessioned2022-11-09T11:21:23Z
dc.date.available2022-11-09T11:21:23Z
dc.date.embargo2023-11-08
dc.date.issued2022-11-08
dc.description.abstractThe 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.citationLopes, 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/11328/4529pt_PT
dc.identifier.doi10.1007/s11301-022-00302-8pt_PT
dc.identifier.issn2198-1639 (Electronic)
dc.identifier.issn2198-1620 (Print)
dc.identifier.urihttp://hdl.handle.net/11328/4529
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.publisherSpringerpt_PT
dc.relation.publisherversionhttp://link.springer.com/journal/11301pt_PT
dc.rightsembargoed accesspt_PT
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectGamifcationpt_PT
dc.subjectEngagementpt_PT
dc.subjectCo-creationpt_PT
dc.subjectManagementpt_PT
dc.subjectValue creationpt_PT
dc.subjectGamifed strategypt_PT
dc.titlePlaying the gamification and co‑creation game: a bibliometric literature reviewpt_PT
dc.typejournal articlept_PT
degois.publication.firstPage1pt_PT
degois.publication.issue4pt_PT
degois.publication.lastPage24pt_PT
degois.publication.locationSwitzerlandpt_PT
degois.publication.titleManagement Review Quarterlypt_PT
degois.publication.volume72pt_PT
dspace.entity.typePublicationen
person.affiliation.nameREMIT - Research on Economics, Management and Information Technologies
person.familyNameGomes
person.givenNameSofia
person.identifier.ciencia-idB415-29D7-EC1A
person.identifier.orcid0000-0002-0326-0655
person.identifier.ridAAX-9149- 2021
person.identifier.scopus-author-id36983012600
relation.isAuthorOfPublication05ebcd91-a47c-4480-bf6a-7865f2014dc2
relation.isAuthorOfPublication.latestForDiscovery05ebcd91-a47c-4480-bf6a-7865f2014dc2

Files

Original bundle

Now showing 1 - 1 of 1
Name:
s11301-022-00302-8.pdf
Size:
1.07 MB
Format:
Adobe Portable Document Format