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Friends in Pixels as Motivation to Contribute to Community Innovation Initiatives 像素中的朋友是为社区创新活动做出贡献的动力
IF 4.2 3区 管理学 Q2 MANAGEMENT Pub Date : 2025-02-24 DOI: 10.1111/caim.12658
Ana Orelj, Magnus Thor Torfason, Marcel L. A. M. Bogers, Björn Remneland Wikhamn

Gamification and video games share more than just a name; they both rely on psychological foundations to create engaging challenges that interest and motivate their users. Consequently, there are still numerous opportunities for cross-pollination in design, management, treatment of users and so forth. Video games that achieve long-term success rely on game structures that support community building, but within gamification, this aspect has been less emphasized. This paper draws on a case study of the company CCP Games and the community surrounding their game, EVE Online. By utilizing grounded theory, we examined the evolution of gamers' contributions and motivations. This analysis led to a conceptual model that reveals the stages of a player's development within both the game and its community. Unique insights into the community were gathered from semistructured interviews with lead users, supported by secondary data. This paper contributes to community innovation, gaming and gamification literatures by highlighting how approaches to motivation within innovative gaming communities can be beneficial for gamification. It also has practical implications, as a better understanding of community members and their needs can lead to improved innovation and co-creation processes in gaming and non-gaming contexts.

游戏化和电子游戏的共同点不仅仅是一个名字;它们都依赖于心理学基础来创造吸引人的挑战,从而激发用户的兴趣。因此,在设计、管理、用户处理等方面,仍然有许多交叉授粉的机会。获得长期成功的电子游戏依赖于支持社区建设的游戏结构,但在游戏化中,这一点却没有得到重视。本文以CCP Games公司及其游戏《EVE Online》社区为例进行分析。通过运用基础理论,我们研究了玩家贡献和动机的演变。这种分析产生了一个概念模型,揭示了玩家在游戏及其社区中的发展阶段。在辅助数据的支持下,通过对主要用户的半结构化访谈收集了对社区的独特见解。本文通过强调创新游戏社区中的动机方法如何有利于游戏化,为社区创新、游戏和游戏化文献做出了贡献。它还具有实际意义,因为更好地了解社区成员及其需求可以改善游戏和非游戏环境中的创新和共同创造过程。
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引用次数: 0
Unbundling Hackathon Orchestration Mechanisms: Relational Brokering, Contextual Configuring, and Legitimacy Building 拆分黑客马拉松编配机制:关系代理、上下文配置和合法性构建
IF 4.2 3区 管理学 Q2 MANAGEMENT Pub Date : 2025-02-20 DOI: 10.1111/caim.12657
Christina Haefliger, Paavo Ritala, Henri Hakala

This study explores the orchestration of hackathons targeting the creation of new ideas and innovation. We employed a qualitative case study approach with data collected from hackathon organizers, partners, and solvers at multiple events organized by Ultrahack, a Finnish hackathon organizer. We initially conceptualized hackathon orchestration as a form of coordination that requires brokering in social networks. Building on this background, we empirically identify three types of orchestration mechanisms: orchestration as relational brokering, orchestration as contextual configuring, and orchestration as legitimacy building. We analyse how these mechanisms contribute to the benefits perceived by hackathon solvers and partners. Our study contributes to the academic discourse on orchestration mechanisms in hackathons and offers insights for practitioners managing hackathons and innovation contests, especially from the point of view of third-party orchestrators.

本研究探讨了以创造新想法和创新为目标的黑客马拉松的编排。我们采用定性案例研究方法,从黑客马拉松组织者、合作伙伴和解决者那里收集数据,这些数据来自芬兰黑客马拉松组织者Ultrahack组织的多个活动。我们最初将黑客马拉松编排概念化为一种需要在社交网络中进行代理的协调形式。在此背景下,我们根据经验确定了三种类型的编排机制:作为关系代理的编排,作为上下文配置的编排,以及作为合法性构建的编排。我们分析了这些机制如何为黑客马拉松解决者和合作伙伴所感知的利益做出贡献。我们的研究为黑客松的编排机制的学术论述做出了贡献,并为管理黑客松和创新竞赛的从业者提供了见解,特别是从第三方编排者的角度。
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引用次数: 0
Plagiarism—Not in Creativity and Innovation Management 剽窃——不在创造力和创新管理中
IF 4.2 3区 管理学 Q2 MANAGEMENT Pub Date : 2025-02-17 DOI: 10.1111/caim.12654
Harry Boer, René Chester Goduscheit, Tim Schweisfurth

All journals receive manuscripts that include too much text that has been plagiarized, that is, been stolen from, the work of others. Like most journals, we, as the editors of Creativity and Innovation Management, do not accept plagiarism. Full stop. However, what is plagiarism? And how big is the problem for Creativity and Innovation Management? When do we think authors are overstepping the line? What should authors do to prevent plagiarism and what do we, as editors and reviewers, do to prevent it? And how do we act when we find authors overstepping the line?

所有期刊收到的手稿都包含了太多被剽窃的文本,也就是说,从别人的作品中偷来的。像大多数期刊一样,我们作为《创意与创新管理》的编辑,不接受抄袭。句号。然而,什么是抄袭?创造力和创新管理的问题有多大?什么时候我们认为作者越界了?作者应该做些什么来防止抄袭?作为编辑和审稿人,我们应该做些什么来防止抄袭?当我们发现作者越界时,我们该如何应对?
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引用次数: 0
Certification, Maintenance and Decertification of Standardised Innovation Management Systems: Motivations, Barriers and Benefits 标准化创新管理体系的认证、维护和取消认证:动机、障碍和利益
IF 4.2 3区 管理学 Q2 MANAGEMENT Pub Date : 2025-02-12 DOI: 10.1111/caim.12655
Liana Mendes de Saboya, Carlos J. F. Cândido, Marisa Isabel Silva Cesário

The role of standardised innovation management systems (SIMS) in fostering organisational innovation has been largely overlooked in the literature. This study addresses this gap by investigating the certification, maintenance and decertification of SIMS. Using a descriptive and inductive methodology, the research analyses primary data from 94 Portuguese organisations with certified SIMS. The findings reveal a strong prevalence of internal motivations for certification, low implementation obstacles and significant benefits, suggesting that these firms have successfully internalised the SIMS standard into their innovation management processes. Maintenance motivations are also strong, particularly internal ones, which align well with the critical success factors for sustaining certification. The benefits of maintaining SIMS are substantial, particularly internal benefits, as initial external motivations for certification often evolve into internal maintenance motivations. Decertification motivations and propensity are weak among the sample firms. Expectations of negative performance impacts following potential decertification are also low, likely because these organisations have effectively internalised the SIMS standard. This study is the first to explore the maintenance and decertification of SIMS, providing evidence that SIMS can deliver substantial benefits, be efficiently maintained and continuously enhance innovation and competitiveness. As a result, most organisations exhibit little interest in decertification. The findings offer significant contributions to research and provide actionable insights for practitioners, suggesting that innovation management systems can indeed be standardised with considerable benefits.

标准化创新管理系统(SIMS)在促进组织创新中的作用在很大程度上被文献所忽视。本研究通过调查SIMS的认证、维护和取消认证来解决这一差距。使用描述性和归纳方法,该研究分析了来自94个葡萄牙认证的SIMS组织的主要数据。研究结果显示,认证的内部动机非常普遍,实施障碍低,收益显著,这表明这些公司已经成功地将SIMS标准内部化到他们的创新管理流程中。维护动机也很强大,特别是内部动机,这与维持认证的关键成功因素很好地结合在一起。维护SIMS的好处是巨大的,特别是内部的好处,因为最初的外部认证动机经常演变成内部维护动机。在样本企业中,撤销认证的动机和倾向较弱。在潜在的取消认证之后,对负面绩效影响的预期也很低,可能是因为这些组织已经有效地内化了SIMS标准。本研究首次探讨了SIMS的维护和取消认证,提供了证据,证明SIMS可以提供实质性的效益,有效维护并不断增强创新和竞争力。因此,大多数组织对取消认证没什么兴趣。这些发现为研究提供了重要的贡献,并为从业者提供了可操作的见解,表明创新管理系统确实可以标准化,并带来相当大的好处。
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引用次数: 0
‘Press Start’ on Collaboration: Game-Based Practices for Fostering Innovative Collaboration in Online Contexts “按下开始”:基于游戏的实践,促进在线环境下的创新合作
IF 4.2 3区 管理学 Q2 MANAGEMENT Pub Date : 2025-01-26 DOI: 10.1111/caim.12651
Christopher M. Bernal, Tea Lempiälä

This study explores the potential of game-based practices in enhancing organizational innovation, particularly in the context of remote work. Specifically, we examine how collaborative practices within digital gaming environments can inform and enhance the creation of social capital in remote settings and further facilitate collaborative innovation processes. Existing research predominantly focuses on the use of game-based formats aimed at enhancing idea generation, crowdsourcing, and design processes. However, our research extends this by investigating the sustained application of game-based practices to foster deeper relationships and cultivate a culture of learning in remote work environments. We present insights from a qualitative study involving 28 interviews with technology professionals equipped with gaming backgrounds. Overall, our results reveal three sets of game-based practices that hold promise in supporting innovative collaboration in online settings: (1) Rich use of platforms and expressions to achieve interactional sensitivity, (2) Using games as boundary objects to enable idea flows and candid encounters and (3) Routinizing reflective practices and aligning motivations to cultivate learning cultures. Our study highlights the role of game-based practices in meeting the diverse interactional needs of online collaboration, reducing hierarchical barriers, enabling idea flows and cultivating a learning culture through collective accountability and feedback.

本研究探讨了基于游戏的实践在促进组织创新方面的潜力,特别是在远程工作的背景下。具体来说,我们研究了数字游戏环境中的协作实践如何为远程环境中的社会资本创造提供信息和促进,并进一步促进协作创新过程。现有的研究主要集中在使用基于游戏的形式,旨在加强创意产生、众包和设计过程。然而,我们的研究通过调查基于游戏的实践在远程工作环境中培养更深层次关系和培养学习文化的持续应用来扩展这一点。我们通过对28位具有游戏背景的技术专业人士的访谈进行了定性研究。总体而言,我们的研究结果揭示了三组基于游戏的实践,它们有望支持在线环境中的创新协作:(1)丰富地使用平台和表达来实现交互敏感性;(2)将游戏作为边界对象来实现思想流动和坦诚的接触;(3)将反思实践常规化并调整动机以培养学习文化。我们的研究强调了基于游戏的实践在满足在线协作的各种互动需求、减少等级障碍、促进思想流动和通过集体问责和反馈培养学习文化方面的作用。
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引用次数: 0
Correction to “Connecting the Unconnected: Analogies and the Development of Insight in the Absorptive Capacity Process” 更正“连接未连接:吸收能力过程中的类比和洞察力的发展”
IF 3.7 3区 管理学 Q2 MANAGEMENT Pub Date : 2025-01-20 DOI: 10.1111/caim.12653

Ng, D., & Sánchez-Aragon, L. (2024). Connecting the Unconnected: Analogies and the Development of Insight in the Absorptive Capacity Process. Creativity and Innovation Management, 33(1), 320.https://doi.org/10.1111/caim.12548.

The affiliation of one of the authors of this paper was not included in the published article.

Leonardo Sánchez-Aragón

Facultad de Ciencias Sociales y Humanísticas, Escuela Superior Politécnica del Litoral (ESPOL), Campus Gustavo Galindo, Km. 30.5 Vía Perimetral, Guayaquil, 090902, Ecuador.

The affiliation of the other author is correct.

Desmond Ng

Department of Agricultural Economics, Texas A&M University, College Station, Texas, USA

We apologise for this error.

吴博士,&;Sánchez-Aragon, L.(2024)。连接不连接:吸收能力过程中的类比和洞察力的发展。创意与创新管理,33(1),3-20. https://doi.org/10.1111/caim.12548.The本文作者之一的隶属关系未包含在已发表的文章中。莱昂纳多Sánchez-AragónFacultad社会科学学院Humanísticas, ESPOL, Gustavo Galindo校区,30.5公里Vía厄瓜多尔瓜亚基尔外围,090902。另一位作者的从属关系是正确的。德克萨斯农工大学农业经济系,美国德克萨斯州大学城我们为这个错误道歉。
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引用次数: 0
Getting Crowdsourcing Right: Aligning Crowdsourcing Goals and Decision-Making Processes 正确使用众包:调整众包目标和决策过程
IF 3.7 3区 管理学 Q2 MANAGEMENT Pub Date : 2025-01-06 DOI: 10.1111/caim.12652
Min Shuai, Nadia Steils, Benoît Gailly

The mismatch between crowdsourcing goals and decision making across the crowdsourcing process is likely to not only generate participants' negative feelings but also unsatisfactory outcomes. However, the crowdsourcing literature has thus far mainly focused on how to make decisions at each stage of the process, overlooking the alignment between crowdsourcing goals, decision making and project outcome satisfaction. To address this gap, our research conducted in-depth interviews with managers involved in crowdsourcing, triangulated with secondary data from real-life contests to provide a comprehensive analysis. Specifically, we empirically examine the influence of three types of crowdsourcing goals, namely, fishing, hunting and collective production; on decision making at each stage of the crowdsourcing process, that is, ideation, selection, implementation and evaluation. We additionally observe how the alignment between crowdsourcing goals and decision making affects managers' perception and evaluation of the crowdsourcing initiative. We thus contribute to the crowdsourcing and innovation management literature by investigating project-related crowdsourcing decision making in line with predefined crowdsourcing goals and provide a blueprint for managers toward a more effective project management style.

在整个众包过程中,众包目标和决策之间的不匹配不仅可能产生参与者的负面情绪,还可能产生令人不满意的结果。然而,到目前为止,众包文献主要集中在如何在过程的每个阶段做出决策,忽视了众包目标、决策和项目结果满意度之间的一致性。为了解决这一差距,我们的研究对参与众包的管理人员进行了深入访谈,并与来自现实生活竞赛的二手数据进行了三角测量,以提供全面的分析。具体而言,我们实证考察了捕鱼、狩猎和集体生产三种类型的众包目标的影响;关于众包过程中各个阶段的决策,即构思、选择、实施和评估。我们还观察了众包目标和决策之间的一致性如何影响管理者对众包计划的感知和评估。因此,我们通过研究与项目相关的众包决策与预定义的众包目标一致,从而为众包和创新管理文献做出贡献,并为管理者提供更有效的项目管理风格的蓝图。
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引用次数: 0
Building Capacity for Digital Innovation—A Game-Study 数字创新能力建设——游戏研究
IF 3.7 3区 管理学 Q2 MANAGEMENT Pub Date : 2024-12-19 DOI: 10.1111/caim.12650
Kristina Maria Madsen, Jacob Brix

Organizations are facing a constant stream of emerging technologies that require management and staff to be more flexible, open and critical in exploring new potential. In supporting new digital innovation, an organization will inevitably be affected on the level of strategy, business design and operation. In this paper, we explore games' potential as one approach for building digital innovation capacity in an organization since games have been proven beneficial in early innovation and learning processes. Theoretically, we focus on ‘building digital innovation capacity.’ This is understood as a process where the knowledge about digitalization and digital transformation is used to strengthen individuals' skills, abilities and opportunities—knowledge that can be used as a source for organizational learning and development. In this paper, we explore and discuss the role of games in building capacity for digital innovation in established organizations through an empirical study consisting of four game sessions with the game Cards for IoT. Overall, this game study implies three important themes concerning games' role in building capacity for digital innovation in established organizations: gameplay & facilitation, player mindset and contextualization. The perspectives, nuances and insights of the themes are discussed with the literature on capacity building.

组织正面临着不断涌现的新兴技术,这要求管理层和员工在探索新的潜力方面更加灵活、开放和关键。在支持新的数字化创新的过程中,组织不可避免地会在战略、业务设计和运营层面受到影响。在本文中,我们将探讨游戏作为在组织中构建数字创新能力的一种方法的潜力,因为游戏已被证明在早期创新和学习过程中是有益的。从理论上讲,我们注重“数字化创新能力建设”。这被理解为一个过程,在这个过程中,有关数字化和数字化转型的知识被用来加强个人的技能、能力和机会——这些知识可以作为组织学习和发展的来源。在本文中,我们通过一项实证研究,探索和讨论了游戏在建立成熟组织的数字创新能力方面的作用,该研究包括四次游戏会话,其中包括游戏卡片的物联网。总的来说,这项游戏研究暗示了三个重要的主题,即游戏在建立成熟组织的数字创新能力方面所扮演的角色:促进,玩家心态和情境化。这些主题的观点、细微差别和见解与有关能力建设的文献一起讨论。
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引用次数: 0
Bridging Innovation Management and Circular Economy: An Empirical Assessment of Green Innovation and Open Innovation 衔接创新管理与循环经济:绿色创新与开放式创新的实证评价
IF 3.7 3区 管理学 Q2 MANAGEMENT Pub Date : 2024-12-13 DOI: 10.1111/caim.12647
Francesco Antonio Perotti, Ciro Troise, Alberto Ferraris, Wan Mohd Hirwani Wan Hussain

Seeking a successful balance between economic growth and the natural environment, more and more companies are attempting to embrace circular economy (CE). Yet, how to take the first step towards the circular transition? This study answers such a meaningful question by delving into innovation management to support the implementation of CE in businesses. In detail, the present research addresses the nexus between green innovation and CE in economic organisations, besides observing the adoption of open innovation strategies. Green innovation, understood as a learning process through adopting novel practices, technologies or products, has been associated with CE implementation, although their effective relationship has typically been overlooked or assumed. On the other hand, open innovation may further accelerate circular-oriented innovation, encompassing a collaborative approach where companies leverage external ideas and technologies. Using covariance-based structural equation modelling on a sample of 318 European companies, our study examines the interplay between such phenomena. We find that green product and process innovation enable companies to acquire essential resources to implement CE practices, especially when relying upon open innovation mechanisms. As a result, this study demonstrated the synergic adoption of these innovation strategies, offering new insights based on generalisable claims. Building on the resource-based view of the firm, we substantiate the importance of environmental awareness and stakeholders' engagement in innovation processes, as a strategic approach to acquire critical resources and knowledge that facilitate the CE implementation. Accordingly, the article delivers practical recommendations for managerial figures by underlining how to harness innovation management to move their first steps towards the CE transition.

为了在经济增长和自然环境之间取得成功的平衡,越来越多的公司正试图拥抱循环经济(CE)。然而,如何迈出循环转型的第一步呢?本研究通过探究创新管理以支持企业实施企业绩效管理来回答这样一个有意义的问题。除了观察开放式创新策略的采用外,本研究还探讨了经济组织中绿色创新与环境绩效之间的关系。绿色创新被理解为通过采用新的实践、技术或产品的学习过程,虽然它们的有效关系通常被忽视或假设,但它与实施环境行政有关。另一方面,开放式创新可能进一步加速以循环为导向的创新,包括企业利用外部想法和技术的协作方式。在318家欧洲公司的样本上使用基于协方差的结构方程模型,我们的研究检验了这些现象之间的相互作用。我们发现,绿色产品和工艺创新使公司能够获得必要的资源来实施CE实践,特别是当依赖于开放式创新机制时。因此,本研究证明了这些创新策略的协同采用,基于可推广的主张提供了新的见解。基于公司的资源基础观点,我们证实了环保意识和利益相关者参与创新过程的重要性,作为获取关键资源和知识的战略方法,促进了行政长官的实施。因此,本文通过强调如何利用创新管理来推动他们向CE过渡的第一步,为管理人员提供了实用的建议。
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引用次数: 0
Uncovering the Paradox of Affordable Innovation: The Divergent Effect of Innovativeness on Managers' Attitudes Toward Affordable Innovation 揭示可负担创新悖论:创新程度对管理者可负担创新态度的发散效应
IF 3.7 3区 管理学 Q2 MANAGEMENT Pub Date : 2024-11-27 DOI: 10.1111/caim.12648
Nadine Gurtner, Sebastian Gurtner, Mario Schaarschmidt

Affordable innovation refers to new products and services that target customers with a low willingness or ability to pay. Although they can provide significant economic and societal benefits, managers often prefer premium innovations to affordable innovations. To understand the factors that lead managers to reject affordable innovations, we hypothesize several antecedents at the individual, firm, and product levels to the individual affordable innovation rejection attitude. We conduct a cross-national study and test a structural equation model with 319 participants from Germany, the United States, and South Africa. The results show that individual innovativeness plays a central but contradictory role in managers' attitudes toward affordable innovation. While general innovativeness leads to positive attitudes toward affordable innovation, technological innovativeness drives rejection of affordable innovation. Individual perceptions of firm-level and product-level factors are also important. Individuals' rejection of affordable innovation in managerial contexts in turn leads to lower investment in affordable innovation projects. We corroborate and enrich these findings also in a qualitative follow-up study. With this research, we contribute to the literature on innovation management by explaining the conditions under which managers reject affordable innovations.

可负担创新指的是针对低意愿或低能力的客户的新产品和服务。尽管它们可以提供显著的经济和社会效益,但管理者往往更喜欢优质的创新,而不是负担得起的创新。为了理解导致管理者拒绝可负担创新的因素,我们在个人、企业和产品层面假设了个人可负担创新拒绝态度的几个先决条件。我们进行了一项跨国研究,并对来自德国、美国和南非的319名参与者进行了结构方程模型的测试。结果表明,个体创新在管理者对可负担创新的态度中起着核心但矛盾的作用。一般创新导致对可负担创新的积极态度,而技术创新则导致对可负担创新的排斥。个人对公司层面和产品层面因素的看法也很重要。在管理环境中,个人对可负担创新的拒绝反过来导致对可负担创新项目的投资减少。我们还在定性随访研究中证实并丰富了这些发现。通过本研究,我们通过解释管理者拒绝可负担创新的条件,为创新管理的文献做出贡献。
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引用次数: 0
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Creativity and Innovation Management
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