TY - CHAP U1 - Konferenzveröffentlichung A1 - Plietzsch, Sina A1 - Dijk, Sandra A1 - Lehmann, Claudia T1 - Obstacles in the implementation of gamification in organizations T2 - Innovating our Common Future : 32. ISPIM Innovation Conference, Berlin, Germany, 20-23 June 2021 : proceedings N2 - Games accompany humanity all over the world. They can be powerful means to generate and impart knowledge and motivation in a playful way. Stereotypically, games are often associated with children. Still, throughout the last few years, the merits of games were also transferred into a corporate context, recognized there under the term gamification. By using game elements in a non-playful environment, this approach could help to stimulate innovation and to foster entrepreneurial as well as collaborative cultures among employees, managers, and customers. However, while gamification offers many positive aspects, the actual implementation and application within an organization remain subject to several obstacles. Hence for this study, twentyeight expert interviews from seven different industries were conducted to identify and describe those hurdles. Subsequently, an approach was developed, enabling organizations to reduce or even to avoid them. KW - Gamification KW - Innovation KW - Motivations Y1 - 2021 UR - https://2d101a91-828c-4714-be59-8cbecbc49e05.filesusr.com/ugd/de2b9d_a7bc36539b5c4d2dbc05b85a4ca19f9e.pdf N1 - Conference paper : Innovating our Common Future : 32. ISPIM Innovation Conference, Berlin, Germany, 20-23 June 2021 : proceedings SP - 18 S1 - 18 ER -