Gamification Design Patterns to Address Values-Based and Sustainability-Oriented Innovation Challenges

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Gamification Design Patterns to Address Values-Based and Sustainability-Oriented Innovation Challenges. / Breuer, Henning; Ivanov, Kiril.
in: Creativity and Innovation Management, 2025.

Publikation: Beiträge in ZeitschriftenZeitschriftenaufsätzeForschungbegutachtet

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@article{c88be8d7716a45ec908b49058a4206f3,
title = "Gamification Design Patterns to Address Values-Based and Sustainability-Oriented Innovation Challenges",
abstract = "Private sector engagement and innovation are indispensable for the transition towards sustainable development. However, to drive sustainability transformation and to integrate sustainability-oriented values and strategies into operational practices, organisations need to overcome a range of challenges. Gamification provides a promising approach to address organisational challenges, including sustainability-oriented innovation (SOI) challenges. However, many gamified formats fail to effectively address these challenges due to the lack of reliable frameworks that structure the design process and consolidate scientific knowledge on gamification design. Building on a systematic and integrative review of the literature and existing games, we address this gap and present a classification of 36 gamification design patterns. We outline five contributions that the classification offers to scientific research and discourse with relevance for practitioners. We illustrate the practical relevance of the design patterns through an action research approach to develop a game with a large telecommunication company. We conclude with future research implications to further develop and validate the design pattern classification.",
keywords = "classification, corporate sustainability, design pattern classification, game development, gamification, sustainability-oriented innovation, values-based innovation",
author = "Henning Breuer and Kiril Ivanov",
note = "Publisher Copyright: {\textcopyright} 2025 John Wiley & Sons Ltd.",
year = "2025",
doi = "10.1111/caim.70024",
language = "English",
journal = "Creativity and Innovation Management",
issn = "0963-1690",
publisher = "John Wiley & Sons Ltd.",

}

RIS

TY - JOUR

T1 - Gamification Design Patterns to Address Values-Based and Sustainability-Oriented Innovation Challenges

AU - Breuer, Henning

AU - Ivanov, Kiril

N1 - Publisher Copyright: © 2025 John Wiley & Sons Ltd.

PY - 2025

Y1 - 2025

N2 - Private sector engagement and innovation are indispensable for the transition towards sustainable development. However, to drive sustainability transformation and to integrate sustainability-oriented values and strategies into operational practices, organisations need to overcome a range of challenges. Gamification provides a promising approach to address organisational challenges, including sustainability-oriented innovation (SOI) challenges. However, many gamified formats fail to effectively address these challenges due to the lack of reliable frameworks that structure the design process and consolidate scientific knowledge on gamification design. Building on a systematic and integrative review of the literature and existing games, we address this gap and present a classification of 36 gamification design patterns. We outline five contributions that the classification offers to scientific research and discourse with relevance for practitioners. We illustrate the practical relevance of the design patterns through an action research approach to develop a game with a large telecommunication company. We conclude with future research implications to further develop and validate the design pattern classification.

AB - Private sector engagement and innovation are indispensable for the transition towards sustainable development. However, to drive sustainability transformation and to integrate sustainability-oriented values and strategies into operational practices, organisations need to overcome a range of challenges. Gamification provides a promising approach to address organisational challenges, including sustainability-oriented innovation (SOI) challenges. However, many gamified formats fail to effectively address these challenges due to the lack of reliable frameworks that structure the design process and consolidate scientific knowledge on gamification design. Building on a systematic and integrative review of the literature and existing games, we address this gap and present a classification of 36 gamification design patterns. We outline five contributions that the classification offers to scientific research and discourse with relevance for practitioners. We illustrate the practical relevance of the design patterns through an action research approach to develop a game with a large telecommunication company. We conclude with future research implications to further develop and validate the design pattern classification.

KW - classification

KW - corporate sustainability

KW - design pattern classification

KW - game development

KW - gamification

KW - sustainability-oriented innovation

KW - values-based innovation

UR - http://www.scopus.com/inward/record.url?scp=105021516202&partnerID=8YFLogxK

U2 - 10.1111/caim.70024

DO - 10.1111/caim.70024

M3 - Journal articles

AN - SCOPUS:105021516202

JO - Creativity and Innovation Management

JF - Creativity and Innovation Management

SN - 0963-1690

ER -

DOI