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Going Beyond Bureaucracy Through Gamification: Innovation Labs and Citizen Engagement in the Case of “Mapaton” in Mexico City
16 references·3 citing·43 second hop
Going Beyond Bureaucracy Through Gamification: Innovation Labs and Citizen Engagement in the Case of “Mapaton” in Mexico City (2017)Going Beyond Bureaucracy Through Gamifica…Annals of the American association of geographers (2016)Annals of the American associ…The Emerging Concept of Responsible Innovation. Three Reasons Why It Is Questionable and Calls for a Radical Transformation of the Concept of Innovation (2015)The Emerging Concept of Respo…INNOVATION IN THE PUBLIC SECTOR: A SYSTEMATIC REVIEW AND FUTURE RESEARCH AGENDA (2015)INNOVATION IN THE PUBLIC SECT…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Transforming homo economicus …Living Labs as Open-Innovation Networks (2012)Living Labs as Open-Innovatio…Gamification (2012)GamificationDefining gamification (2012)Defining gamificationGamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…OPEN VERSUS CLOSED INNOVATION: A MODEL OF DISCOVERY AND DIVERGENCE. (2010)OPEN VERSUS CLOSED INNOVATION…How open is innovation? (2010)How open is innovation?What Is a Case Study and What Is It Good for? (2004)What Is a Case Study and What…Essential Guide to Qualitative Methods in Organizational Research (2004)Essential Guide to Qualitativ…The Era of Open Innovation (2003)The Era of Open InnovationOpen Innovation: The New Imperative for Creating and Profiting from Technology (2003)Open Innovation: The New Impe…The Art of Case Study Research (1996)The Art of Case Study ResearchMapping the transit network of greater Cartagena with mobile phones: Coverage, accessibility, and informality (2022)Mapping the transit network o…Digital traces: Mapping Bogotá’s unmapped transit network using smartphones and networked databases (2022)Digital traces: Mapping Bogot…Gamification approaches for open innovation implementation: A conceptual framework (2021)Gamification approaches for o…The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Nature of the Firm (1937)Absorptive Capacity: A New Perspective on Learning and Innovation (1990)Exploration and Exploitation in Organizational Learning (1991)Leveraging External Sources of Innovation: A Review of Research on Open Innovation (2013)Smart tourism: foundations and developments (2015)The digital transformation of innovation and entrepreneurship: Progress, challenges and key themes (2019)Flow: the psychology of optimal experience (1990)Evolving to a New Dominant Logic for Marketing (2003)Demographic differences in perceived benefits from gamification (2014)Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)A definition for gamification: anchoring gamification in the service marketing literature (2016)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)25 Years of Transparency Research: Evidence and Future Directions (2016)Diffusion of Innovations 1 (2019)Relationships between external knowledge, internal innovation, firms’ open innovation performance, service innovation and business performance in the Pakistani hotel industry (2020)AI adoption and diffusion in public administration: A systematic literature review and future research agenda (2022)The Structure of Scientific Revolutions (1963)Case Study Research: Design and Methods (1984)Case Study Research (2004)Nested Analysis as a Mixed-Method Strategy for Comparative Research (2005)Critical realism in case study research (2009)Comparative Politics and the Synthetic Control Method (2014)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Basics of Qualitative Research: Grounded Theory Procedures and Techniques. (1992)The Use of Qualitative Content Analysis in Case Study Research (2008)Introduction to Qualitative Research (2017)Is thematic analysis used well in health psychology? A critical review of published research, with recommendations for quality practice and reporting (2023)Gamification in theory and action: A survey (2014)Document Analysis as a Qualitative Research Method (2009)Qualitative Case Study Methodology: Study Design and Implementation for Novice Researchers (2015)Metodologi Penelitian Kualitatif (2022)Explicating dynamic capabilities: the nature and microfoundations of (sustainable) enterprise performance (2007)Business Model Innovation: Opportunities and Barriers (2009)The Business Model: Recent Developments and Future Research (2011)Beyond high tech: early adopters of open innovation in other industries (2006)Open innovation: State of the art and future perspectives (2010)
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References

  • 1996The Art of Case Study Research15,826 cited
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  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2004What Is a Case Study and What Is It Good for?3,082 cited
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  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2004Essential Guide to Qualitative Methods in Organizational Research1,832 cited
  • 2015INNOVATION IN THE PUBLIC SECTOR: A SYSTEMATIC REVIEW AND FUTURE RESEARCH AGENDA1,215 cited
  • 2012Defining gamification1,155 cited
  • 2016Annals of the American association of geographers762 cited
  • 2012Gamification726 cited
  • 2013Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service687 cited
  • 2012Living Labs as Open-Innovation Networks586 cited
  • 2010OPEN VERSUS CLOSED INNOVATION: A MODEL OF DISCOVERY AND DIVERGENCE.536 cited
  • 2015

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The Emerging Concept of Responsible Innovation. Three Reasons Why It Is Questionable and Calls for a Radical Transformation of the Concept of Innovation
370 cited

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  • 2021Gamification approaches for open innovation implementation: A conceptual framework48 cited
  • 2022Mapping the transit network of greater Cartagena with mobile phones: Coverage, accessibility, and informality7 cited
  • 2022Digital traces: Mapping Bogotá’s unmapped transit network using smartphones and networked databases7 cited