Gamification Design Patterns to Address Values-Based and Sustainability-Oriented Innovation Challenges
Publikation: Beiträge in Zeitschriften › Zeitschriftenaufsätze › Forschung › begutachtet
Standard
in: Creativity and Innovation Management, 2025.
Publikation: Beiträge in Zeitschriften › Zeitschriftenaufsätze › Forschung › begutachtet
Harvard
APA
Vancouver
Bibtex
}
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 -
