Using gamification to transform the adoption of servitization

Using gamification to transform the adoption of servitization
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DOI:
10.1016/j.indmarman.2016.12.005
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发表时间:
2017-05
影响因子:
10.3
通讯作者:
V. Shi;T. Baines;J. Baldwin;K. Ridgway;Panagiotis Petridis;A. Bigdeli;V. Uren;Daniel Andrews
V. Shi;T. Baines;J. Baldwin;K. Ridgway;Panagiotis Petridis;A. Bigdeli;V. Uren;Daniel Andrews
中科院分区:
管理学2区
文献类型:
--
作者:
V. Shi;T. Baines;J. Baldwin;K. Ridgway;Panagiotis Petridis;A. Bigdeli;V. Uren;Daniel Andrews

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制造组织越来越多地通过开发产品服务系统而不是单独提供产品来竞争。然而,要转变为先进服务的提供者,以产品为中心的制造企业需要克服一系列障碍。虽然先前的研究强调了“游戏化”(在游戏中发现的想法和技术的使用)的教学/学习潜力,但利用这种方法来帮助解决这些障碍的机会尚未完全实现。我们的研究通过将与游戏化的情感机制相关的既定框架与先进服务的采用相结合来扩展辩论,认为这种机制可以促进和加强公司向先进服务提供商的转型。基于对近90份选定出版物的系统分析,我们提出了六个概念性主张,以探索游戏化如何帮助转型过程。我们的研究结果将帮助从业者和研究人员在寻求解决阻碍高级服务开发和提供的不同障碍时,应用游戏化的情感机制。
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.