4.6 Article

Using gamification to transform the adoption of servitization

Journal

INDUSTRIAL MARKETING MANAGEMENT
Volume 63, Issue -, Pages 82-91

Publisher

ELSEVIER SCIENCE INC
DOI: 10.1016/j.indmarman.2016.12.005

Keywords

Servitization; Advanced-service transformation; Emotional mechanics; Gamification

Funding

  1. EPSRC [EP/K014064/1, EP/K014072/1, EP/K014080/1]
  2. Aston Business School, University of Sheffield
  3. Advanced Manufacturing Research Centre, University of Sheffield
  4. EPSRC [EP/K014080/2, EP/K014072/1, EP/K014080/1, EP/K014064/1] Funding Source: UKRI
  5. Engineering and Physical Sciences Research Council [EP/K014064/1, EP/K014080/2, EP/K014080/1] Funding Source: researchfish

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Increasingly, manufacturing organizations compete by developing product-service systems rather than offering products alone. To transform themselves into providers of advanced services, however, product-centric manufacturing firms need to overcome a range of barriers. While previous studies have highlighted the teaching/learning potential of 'gamification' (the use of ideas and techniques found in game-playing), the opportunities to harness this approach to help tackle such barriers have yet to be fully realized. Our study extends the debate by integrating established frameworks relating to emotional mechanics of gamification with the adoption of advanced services, arguing that such mechanics can facilitate and strengthen companies' transformation into advanced-service providers. Based on a systematic analysis of nearly 90 selected publications, we develop six conceptual propositions to explore how gamification can aid the transformation process. Our findings will help both practitioners and researchers apply emotional mechanics of gamification when seeking to address different hurdles hindering the development and provision of advanced services. (C) 2016 The Author(s). Published by Elsevier Inc.

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