A Special Issue of Creativity and Innovation Management The Gamification of Innovation

Authors


    Background

    The key to innovation, creativity, is commonly attributed to persons (Amabile, 1997; Amabile, et al., 2005; John-Steiner, 1997; Zhou & Shalley, 2003), groups (Florida, 2002; Miura & Hida, 2004; Paulus & Nijstad, 2003), organizations (Davila, et al., 2006; Drazin, Glynn & Kazanjian, 1999), or entire economies (Friedman, 2006; Howkins, 2002). In all of these perspectives, the different forms of creativity are considered qualities displayed or possessed by individual or collective ‘creative selves’ (Prichard, 2002).

    Recent research, however, has generally emphasized the role of play and games as sources and resources of creativity (Dodgson, Gann & Salter, 2005) as well as, in particular, spaces and media for business strategy and management education (Andersen, 2001). As games are social by nature, they transcend the borders of actor-centred attribution and call for a focus on specific qualities or steering technologies of communication (Thygesen, 2007). The emerging interest in the interrelation of play, game, creativity and innovation therefore reflects and effects quite fundamental changes to the executive wish lists (McCosh et al., 1998) of ‘proven methods of innovation management’, which have not yet been met by systematic updates of the corresponding list of supplies of creativity and innovation management tools. The emerging body of literature on specific aspects such as design thinking in product development, structural constellations in change management, Lego Serious Play in strategic management, serious games in management education, or the recently detected gamification of crowdsourcing, hence calls for comprehensive analyses of the underlying climate change to a more playful ecology of minds.

    The special issue on the ‘Gamification of Innovation’ will therefore focus on the collection and reflection of the games played in the Olymp(ic)s of creativity and innovation management. We particularly welcome contributions opening up and entering the tension zone of gamification and innovation to explore the ways in which games shape and reshape the forms and functions of communication in order to stimulate creativity. In addition, inputs, which link gamification to aspects of ideation, design thinking, social media and computer communication, will also receive full consideration.

    We welcome articles that address issues related to, but without being limited to, the following areas:

    • productive games for product innovation
    • the serious games of change management
    • MPOGS and marketing innovations
    • offline games for innovation
    • innovation games for the bottom of the pyramid
    • game, competition and innovation openness
    • crowd, wisdom and creativity
    • games, tools and design frameworks for innovation
    • gamification, sense-making and storytelling
    • fun, stress and creativity
    • playing, thinking and feeling
    • the retro-future of ludic innovation management

    Deadline and Submissions

    Manuscripts should be prepared according to the CIM author guidelines, and need to be submitted through the online submission system of CIM: http://mc.manuscriptcentral.com/cim. The deadline for the submission of papers is 1 March 2013. When submitting, it is important that you clearly state that your submission is intended for the special issue.

    Contacts

    The Guest Editors are pleased to discuss ideas for papers and can be emailed at the following addresses:

    Ancillary