Using gamification to transform the adoption of servitization

Victor Guang Shi*, Tim Baines, James Baldwin, Keith Ridgway, Panagiotis Petridis, Ali Ziaee Bigdeli, Victoria Uren, Daniel Andrews

*Corresponding author for this work

Research output: Contribution to journalArticle

Abstract

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.

Original languageEnglish
Pages (from-to)82-91
JournalIndustrial Marketing Management
Volume63
Early online date15 Jan 2017
DOIs
Publication statusPublished - 1 May 2017

Fingerprint

Service economy
Emotion
Manufacturing firms
Transformation process
Product-service systems
Service provider
Manufacturing organizations

Bibliographical note

© 2016 The Author(s). Published by Elsevier Inc. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).

Funding: EPSRC Grants Ref EP/K014064/1, EP/K014072/1, EP/K014080/1.

Keywords

  • advanced-service transformation
  • emotional mechanics
  • gamification
  • servitization

Cite this

@article{0bbc565d32214a13a4a8accbf910d3de,
title = "Using gamification to transform the adoption of servitization",
abstract = "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.",
keywords = "advanced-service transformation, emotional mechanics, gamification, servitization",
author = "Shi, {Victor Guang} and Tim Baines and James Baldwin and Keith Ridgway and Panagiotis Petridis and {Ziaee Bigdeli}, Ali and Victoria Uren and Daniel Andrews",
note = "{\circledC} 2016 The Author(s). Published by Elsevier Inc. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/). Funding: EPSRC Grants Ref EP/K014064/1, EP/K014072/1, EP/K014080/1.",
year = "2017",
month = "5",
day = "1",
doi = "10.1016/j.indmarman.2016.12.005",
language = "English",
volume = "63",
pages = "82--91",
journal = "Industrial Marketing Management",
issn = "0019-8501",
publisher = "Elsevier",

}

Using gamification to transform the adoption of servitization. / Shi, Victor Guang; Baines, Tim; Baldwin, James; Ridgway, Keith; Petridis, Panagiotis; Ziaee Bigdeli, Ali; Uren, Victoria; Andrews, Daniel.

In: Industrial Marketing Management, Vol. 63, 01.05.2017, p. 82-91.

Research output: Contribution to journalArticle

TY - JOUR

T1 - Using gamification to transform the adoption of servitization

AU - Shi, Victor Guang

AU - Baines, Tim

AU - Baldwin, James

AU - Ridgway, Keith

AU - Petridis, Panagiotis

AU - Ziaee Bigdeli, Ali

AU - Uren, Victoria

AU - Andrews, Daniel

N1 - © 2016 The Author(s). Published by Elsevier Inc. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/). Funding: EPSRC Grants Ref EP/K014064/1, EP/K014072/1, EP/K014080/1.

PY - 2017/5/1

Y1 - 2017/5/1

N2 - 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.

AB - 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.

KW - advanced-service transformation

KW - emotional mechanics

KW - gamification

KW - servitization

UR - http://www.scopus.com/inward/record.url?scp=85009410546&partnerID=8YFLogxK

UR - https://www.sciencedirect.com/science/article/pii/S0019850116303431?via%3Dihub

U2 - 10.1016/j.indmarman.2016.12.005

DO - 10.1016/j.indmarman.2016.12.005

M3 - Article

AN - SCOPUS:85009410546

VL - 63

SP - 82

EP - 91

JO - Industrial Marketing Management

JF - Industrial Marketing Management

SN - 0019-8501

ER -