Gamification and open innovation in organizations: a systematic review of the literature
DOI:
https://doi.org/10.56294/mw2025435Keywords:
Gamification, Systematic Review, Organizations, Creativity, Open InnovationAbstract
The study examined the link between gamification and open innovation in organizations as a training strategy to promote participation, ideation, and creativity. Despite growing interest, there is limited research integrating both concepts in organizational settings. A systematic review was conducted following the ReSiste-CHS framework, combining bibliometric and thematic analysis. Databases such as Scopus, EBSCO, Google Scholar, and Taylor and Francis were used. The bibliometric analysis revealed four thematic clusters: innovation management, co-creation, crowdsourcing, and applied technologies. Gamification occupied a central position, acting as an interface between different innovation dynamics. However, an instrumental approach predominated, with little inclusion of pedagogical or critical frameworks. Gamification was found to contribute to the promotion of open innovation, especially in the early stages. However, beyond its motivational potential, its impact depends on strategic design and integration with pedagogical theories. The research suggested that future research should incorporate epistemological approaches to consolidate its educational value in organizational environments.
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