Gamificación para la gestión de la innovación a nivel organizacional. Una revisión del estado del arte
En este trabajo se pretende revisar la literatura sobre gamificación y aplicar principios de análisis para sintetizar la investigación existente utilizando preguntas de orientación y un análisis cienciométrico para identificar el comportamiento de las publicaciones a través de los años, mostrando un...
- Autores:
-
Ovallos Gazabon, David Alfredo
Villalobos Toro, Bertha Ines
De La Hoz Escorcia, Sandra Milena
Maldonado Perez, Doyreg Jovana
- Tipo de recurso:
- Article of journal
- Fecha de publicación:
- 2016
- Institución:
- Corporación Universidad de la Costa
- Repositorio:
- REDICUC - Repositorio CUC
- Idioma:
- spa
- OAI Identifier:
- oai:repositorio.cuc.edu.co:11323/1036
- Acceso en línea:
- https://hdl.handle.net/11323/1036
https://repositorio.cuc.edu.co/
- Palabra clave:
- Company
Gamification
Innovation
Innovation management
Organization
Revision
State of the art
Gamificacion
revisión
estado del arte
innovación
gestión de la innovación
organización
empresa
- Rights
- openAccess
- License
- Atribución – No comercial – Compartir igual
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dc.title.eng.fl_str_mv |
Gamificación para la gestión de la innovación a nivel organizacional. Una revisión del estado del arte |
dc.title.translated.eng.fl_str_mv |
Gamification for innovation management at organizational level. A state of the art review |
title |
Gamificación para la gestión de la innovación a nivel organizacional. Una revisión del estado del arte |
spellingShingle |
Gamificación para la gestión de la innovación a nivel organizacional. Una revisión del estado del arte Company Gamification Innovation Innovation management Organization Revision State of the art Gamificacion revisión estado del arte innovación gestión de la innovación organización empresa |
title_short |
Gamificación para la gestión de la innovación a nivel organizacional. Una revisión del estado del arte |
title_full |
Gamificación para la gestión de la innovación a nivel organizacional. Una revisión del estado del arte |
title_fullStr |
Gamificación para la gestión de la innovación a nivel organizacional. Una revisión del estado del arte |
title_full_unstemmed |
Gamificación para la gestión de la innovación a nivel organizacional. Una revisión del estado del arte |
title_sort |
Gamificación para la gestión de la innovación a nivel organizacional. Una revisión del estado del arte |
dc.creator.fl_str_mv |
Ovallos Gazabon, David Alfredo Villalobos Toro, Bertha Ines De La Hoz Escorcia, Sandra Milena Maldonado Perez, Doyreg Jovana |
dc.contributor.author.spa.fl_str_mv |
Ovallos Gazabon, David Alfredo Villalobos Toro, Bertha Ines De La Hoz Escorcia, Sandra Milena Maldonado Perez, Doyreg Jovana |
dc.subject.eng.fl_str_mv |
Company Gamification Innovation Innovation management Organization Revision State of the art Gamificacion revisión estado del arte innovación gestión de la innovación organización empresa |
topic |
Company Gamification Innovation Innovation management Organization Revision State of the art Gamificacion revisión estado del arte innovación gestión de la innovación organización empresa |
description |
En este trabajo se pretende revisar la literatura sobre gamificación y aplicar principios de análisis para sintetizar la investigación existente utilizando preguntas de orientación y un análisis cienciométrico para identificar el comportamiento de las publicaciones a través de los años, mostrando una tendencia creciente en el impacto del concepto gamificación en Científicas revistas desde 2010. Se consultaron las bases de datos tales como Scopus, Springer, ScienceDirect, Google Scholar, IEEE y WOS, permitiendo la identificación de autores, publicaciones e instituciones con mayor impacto en la temática a nivel mundial y señalando que América Latina muestra un bajo nivel de producción científica en este tema. La última parte se centra en las líneas de investigación que se persiguen en el ámbito de la gamificación y se hacen sugerencias sobre aquellos aspectos que más se beneficiarían de la investigación futura. |
publishDate |
2016 |
dc.date.issued.none.fl_str_mv |
2016 |
dc.date.accessioned.none.fl_str_mv |
2018-11-15T16:52:18Z |
dc.date.available.none.fl_str_mv |
2018-11-15T16:52:18Z |
dc.type.spa.fl_str_mv |
Artículo de revista |
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http://purl.org/coar/resource_type/c_2df8fbb1 |
dc.type.coar.spa.fl_str_mv |
http://purl.org/coar/resource_type/c_6501 |
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Text |
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07981015 |
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https://hdl.handle.net/11323/1036 |
dc.identifier.instname.spa.fl_str_mv |
Corporación Universidad de la Costa |
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REDICUC - Repositorio CUC |
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https://repositorio.cuc.edu.co/ |
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07981015 Corporación Universidad de la Costa REDICUC - Repositorio CUC |
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dc.relation.references.spa.fl_str_mv |
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(2012). iThink: A GameBased Approach Towards Improving Collaboration and Participation in Requirement Elicitation. Procedia Computer Science, 15(0), 66–77. http://doi.org/http://dx.doi.org/10.1016/Fernández Veloso, D. (2014). Contra las grandes empresas, Gamification! Cómo triunfar en el mercado gracias a las enseñanzas de los juegos. Amazon. Ferrara, J. (2013). Games for Persuasion: Argumentation, Procedurality, and the Lie of Gamification. Games and Culture, 8(4), 289–304. http://doi.org/10.1177/1555412013496891 Filsecker, M., & Hickey, D. T. (2014). A multilevel analysis of the effects of external rewards on elementary students' motivation, engagement and learning in an educational game. Computers & Education, 75, 136–148. http://doi.org/10.1016/j.compedu.2014.02.008 Gabarron, E., Schopf, T., Serrano, J. A., FernandezLuque, L., & Dorronzoro, E. (2013). Gamification strategy on prevention of STDs for youth. 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M., & EliasLambert, N. (2013). Gamification for Behavior Change: Lessons from Developing a Social, Multiuser, WebTablet Based Prevention Game for Youths. Journal of Technology in Human Services, 31(3), 197–217. http://doi.org/10.1080/15228835.2013.812512 Solano, S. (2012). Wake Up Brain. Retrieved from www.wakeupbrain.com Spence, M., Foster, J. A., Irish, R., Sheridan, P. K., & Frost, G. S. (2012). "Gamifying" a library orientation tutorial for improved motivation and learning. In ASEE Annual Conference and Exposition, Conference Proceedings. Retrieved from http://www.scopus.com/inward/record.url? eid=2s2.084864967482&partnerID=tZOtx3y1 Stock, R. M., Oliveira, P., & von Hippel, E. (2015). Impacts of Hedonic and Utilitarian User Motives on the Innovativeness of UserDeveloped Solutions. Journal of Product Innovation Management, 32(3), 389–403. http://doi.org/10.1111/jpim.12201 Thom, J., Millen, D., & DiMicco, J. (2012). Removing gamification from an enterprise SNS. In Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work CSCW '12 (p. 1067). New York, New York, USA: ACM Press. http://doi.org/10.1145/2145204.2145362Valera Mariscal, J. J. F. (2013). Gamificación en la empresa: Lo que los videojuegos nos enseñan sobre gestionar personas. Amazon. Vassileva, J. (2012). Motivating participation in social computing applications: a user modeling perspective. User Modeling and UserAdapted Interaction, 22(12), 177–201. http://doi.org/10.1007/s1125701191095 Viana Ruíz, L. R., & Montes Hincapié, J. M. (2015). La innovación en las industrias creativas – Una revisión sistemática de literatura. LR Viana Ruiz, JM Montes Hincapié. Espacios 36 (16), 14, 2015. Espacios, 36(16), 14. Retrieved from http://www.revistaespacios.com/ Vianna, Y., Vianna, M., Medina, B., & Tanaka, S. (2014). Gamificacion, Inc Recreating Companies Through Games. MJV Press. Von Bargen, T., Zientz, C., & Haux, R. (2014). Gamification for mHealth A review of playful mobile healthcare. In Studies in Health Technology and Informatics (Vol. 202, pp. 225–228). IOS Press. http://doi.org/10.3233/9781614994237225 Wagner, D., Vollmar, G., & Wagner, H.T. (2014). The impact of information technology on knowledge creation. Journal of Enterprise Information Management, 27(1), 31–44. http://doi.org/10.1108/JEIM0920120063 Werbach, K. (2014). (Re) Defining Gamification: A Process Approach. In Persuasive Technology (pp. 266–272). Springer. Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press. Yamabe, T., & Nakajima, T. (2012). Playful training with augmented reality games: case studies towards realityoriented system design. Multimedia Tools and Applications, 62(1), 259–286. http://doi.org/10.1007/s1104201109797 yukaichou. (2013). Yu Kai Chou & Gamification. Retrieved from http://www.yukaichou.com/ Zamora, R. (2011). Análisis de requerimientos para la implementación de laboratorios remotos. Barranquilla: Educosta. Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. " O'Reilly Media, Inc." Zichermann, G., & Linder, J. (2013). The gamification revolution: How leaders leverage game mechanics to crush the competition. McGraw Hill Professiona |
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Ovallos Gazabon, David AlfredoVillalobos Toro, Bertha InesDe La Hoz Escorcia, Sandra MilenaMaldonado Perez, Doyreg Jovana2018-11-15T16:52:18Z2018-11-15T16:52:18Z201607981015https://hdl.handle.net/11323/1036Corporación Universidad de la CostaREDICUC - Repositorio CUChttps://repositorio.cuc.edu.co/En este trabajo se pretende revisar la literatura sobre gamificación y aplicar principios de análisis para sintetizar la investigación existente utilizando preguntas de orientación y un análisis cienciométrico para identificar el comportamiento de las publicaciones a través de los años, mostrando una tendencia creciente en el impacto del concepto gamificación en Científicas revistas desde 2010. Se consultaron las bases de datos tales como Scopus, Springer, ScienceDirect, Google Scholar, IEEE y WOS, permitiendo la identificación de autores, publicaciones e instituciones con mayor impacto en la temática a nivel mundial y señalando que América Latina muestra un bajo nivel de producción científica en este tema. La última parte se centra en las líneas de investigación que se persiguen en el ámbito de la gamificación y se hacen sugerencias sobre aquellos aspectos que más se beneficiarían de la investigación futura.This paper aims review the literature on gamification and to apply principles of analysis for synthesize existing research using guiding questions and a scientometric analysis for identifying the behavior of the publications through the years, showing an increasing trend in the impact of the gamification concept in scientifics journals from 2010. Databases such as Scopus, Springer, ScienceDirect, Google Scholar, IEEE and WOS were consulted, identifying authors, publications and institutions with greatest impact on thematic at the world. Latin America shows a low scientific production level in this topic. The last part focuses on the lines of research to be pursued in the area of gamification and suggestions are made regarding those aspects which would benefit most from future research.Ovallos Gazabon, David Alfredo-716eada3-be8d-4fe4-afcb-308e1d035e52-0Villalobos Toro, Bertha Ines-75091a6f-8902-413f-bbc3-ca1abe4c4537-0De La Hoz Escorcia, Sandra Milena-0000-0002-8471-1453-600Maldonado Perez, Doyreg Jovana-0000-0001-7448-654X-600spaEspaciosAtribución – No comercial – Compartir igualinfo:eu-repo/semantics/openAccesshttp://purl.org/coar/access_right/c_abf2CompanyGamificationInnovationInnovation managementOrganizationRevisionState of the artGamificacionrevisiónestado del arteinnovacióngestión de la innovaciónorganizaciónempresaGamificación para la gestión de la innovación a nivel organizacional. Una revisión del estado del arteGamification for innovation management at organizational level. 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