Transforming the adoption of Product Service Systems through innovations in applied gaming technology
Lead Research Organisation:
Coventry University
Department Name: Serious Games Institute
Abstract
Abstracts are not currently available in GtR for all funded research. This is normally because the abstract was not required at the time of proposal submission, but may be because it included sensitive information such as personal details.
Publications
Lameras P
(2013)
A Game-based Approach for Raising Awareness On Sustainability Issues in Public Spaces
in Proceedings of the Spring Servitization Conference 2013
Petridis P
(2014)
Gamification: using gaming mechanics to promote a business.
Shi, VG
(2014)
Gamification for servitization
Petridis P
(2014)
iServe: A serious game for servitization
Andrews D.
(2017)
Gamification to engage manufacturers with servitization
in Advances in Transdisciplinary Engineering
Ziaee Bigdeli A
(2017)
Organisational change towards servitization: a theoretical framework
in Competitiveness Review: An International Business Journal
Bustinza O
(2017)
Product-service innovation and performance: the role of collaborative partnerships and R&D intensity
in R&D Management
Shi V
(2017)
Using gamification to transform the adoption of servitization
in Industrial Marketing Management
Ziaee Bigdeli A
(2017)
Network positioning and risk perception in servitization: evidence from the UK road transport industry
in International Journal of Production Research
Ziaee Bigdeli A
(2018)
Measuring servitization progress and outcome: the case of 'advanced services'
in Production Planning & Control
Description | Early outputs indicate a significant opportunity to apply gamification to accelerate the adoption of servitization. These will be developed and quantified as the programme develops. We have conducted a systematic review of over 140 high ranking journals and conference papers related to gamification. The findings from this review indicate the need for a practical methodology backed with consistent theoretical applications. These findings have been used to inform the development of a workbook; designed for the rapid development of effective gamification solutions. One of the key aims of this workbook is to enable the research team to forge links between games developers and manufacturers, leading to the effective delivery of gamification solutions for servitization. |
Exploitation Route | The next stage of developing servitization gamification is to engage the tech/gamification community in a 'Games Jam' to be held in London in February/March 2015. This will bring together a body of around 100 gamers and programmers to develop their ideas around the challenge of communicating the concepts of servitization to the manufacturing business community. |
Sectors | Aerospace Defence and Marine Agriculture Food and Drink Chemicals Construction Creative Economy Digital/Communication/Information Technologies (including Software) Education Electronics Energy Environment Financial Services and Management Consultancy Healthcare Manufacturing including Industrial Biotechology Pharmaceuticals and Medical Biotechnology Transport |
URL | http://eprints.aston.ac.uk/22739/ |
Description | Findings have been used to develop our understanding of the area and challenges presented by servitization. They have also significantly informed the future design and direction of our servitization gamification development. Findings have been used to: •publish journal papers and publications •inform both academic and industrial conference presentations and dialogue with manufacturing industry •inform initial development of gamification processes, workbook and a workshop and Games Jam for designing gamification for servitization. •develop an on line platform (www.servwire.com) to enable members of the network to engage with the research team and each other •contribute to ongoing research with colleagues in Advanced Services Partnership and at the Advanced Manufacturing Research Centre, University of Sheffield a gamification workbook to inform our future activities and development •help our servitization research colleagues to organise the annual Spring Servitization Conference |
First Year Of Impact | 2014 |
Sector | Digital/Communication/Information Technologies (including Software),Education |
Description | Playgen |
Organisation | Playgen Ltd |
Country | United Kingdom |
Sector | Private |
PI Contribution | We worked with Playgen to facilitate a 'Games Jam' in London at end Feb/ Beginning of March 2015. Collaboration so far has taken the form of participation video conference meetings. |
Collaborator Contribution | We are currently working with Playgen to facilitate a 'Games Jam' in London at end Feb/ Beginning of March 2015. Collaboration took the form of participation in an advisory capacity in video conference meetings. |
Impact | No output. Following problems with the supplier Playgen it was decided to postpone the Games Jam and organise it ourselves at a later date. |
Start Year | 2014 |
Title | Drilling for Success |
Description | An interactive game designed to persuade users of the potential benefits of servitization from the perspective of the customer. |
Type Of Technology | Webtool/Application |
Year Produced | 2016 |
Impact | Initial responses show that the game provides a fun and accessible introduction to the concept of servitization for manufacturers. The game is in the process of being tested by undergraduates and industry representatives, and publications related to its development and usage will be forthcoming. |
URL | http://drillingforsuccess.co.uk |
Title | The Boardroom Game |
Description | Digital game providing users with a demonstration of various scenarios related to servitization. |
Type Of Technology | Webtool/Application |
Year Produced | 2017 |
Impact | Description of impact will be forthcoming in publications. |
URL | http://boardroomgame.com/ |
Title | Unlock Your Insight |
Description | A gamified application providing users with visual insight into their competitive strategy in relation to servitization. |
Type Of Technology | Webtool/Application |
Year Produced | 2016 |
Impact | Based on a workshop activity, this gamified application allows users to remotely explore their competitive strategy in relation to servitization. The data obtained from this application provides insight into the perceptions of directors within organisations related to their current and future competitive strategies. The data demonstrate that directors within the same organisation can have different perspectives of what their current and future strategies might be. Directors in manufacturing companies are sent reports that allow them to compare their competitive strategies with one another, and provide a point of entry for engagement by the research team. |
URL | http://unlockyourinsight.co.uk |
Description | ADL Workshop |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Professional Practitioners |
Results and Impact | Good discussion and Q & A session. not known |
Year(s) Of Engagement Activity | 2013 |
Description | CIOB event: Gamification for Business |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | Regional |
Primary Audience | Professional Practitioners |
Results and Impact | Good discussion and Q &A following talk Made contact with |
Year(s) Of Engagement Activity | 2014 |
Description | Design Thinking Tender Workshop for Games Companies (Sheffield) |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | National |
Primary Audience | Industry/Business |
Results and Impact | The workshop was hosted by the Advanced Services Group and the AMRC. Games companies were invited to express an interest to produce games for the Advanced Services Group as part of a multi-supplier framework. Following receipt of these expressions of interest, three companies were invited to participate in the tender workshop. The workshop was structured around principles of design thinking, and participants from games companies worked with members from the team at ASG and AMRC to produce concepts for games related to servitization. Of the three companies selected, two were chosen to be part of the framework, and all companies stated that they found the experience valuable. Future workshops were planned to continue creation of games for servitization. |
Year(s) Of Engagement Activity | 2016 |
Description | Digital Culture Conference, Dublin. |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | Yes |
Type Of Presentation | keynote/invited speaker |
Geographic Reach | International |
Primary Audience | Public/other audiences |
Results and Impact | Good discussion and Q 7 A afterwards not known |
Year(s) Of Engagement Activity | 2013 |
URL | http://www.digitalmeetsculture.net/article/conference-about-use-re-use-and-access-prestigious-event-... |
Description | Dissemination of Unlock Your Insight at Servitization Conference |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | National |
Primary Audience | Industry/Business |
Results and Impact | Manufacturers attending the 2016 Servitization conference were introduced to Unlock Your Insight; an online gamified tool designed to help manufacturers identify their competitive strategy in relation to servitization. |
Year(s) Of Engagement Activity | 2016 |
URL | http://www.tmservitization.com/ |
Description | GALA Summer school on Serious Games |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | Yes |
Geographic Reach | International |
Primary Audience | Undergraduate students |
Results and Impact | Students very engaged by the opportunities of gamification Significant interest from participants |
Year(s) Of Engagement Activity | 2014 |
URL | http://academy.seriousgamessociety.org/groups/profile/148916/gala-summer-school-2014 |
Description | GREAT Conference |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | Yes |
Type Of Presentation | paper presentation |
Geographic Reach | International |
Primary Audience | Professional Practitioners |
Results and Impact | Good discussion and Q&A. Made contacts with academic in related fields |
Year(s) Of Engagement Activity | 2013 |
URL | http://www.greatconference.eu/index.php/registration-submissions |
Description | Games Jam |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Regional |
Primary Audience | Other audiences |
Results and Impact | The games Jam brought together 28 individuals interested in forming teams and spending a weekend designing and creating games to enable players to learn more about servitization.It also enabled the research team to learn more about games jams and the motivation for . The process was a learning process on a number of levels and will inform future development of gamification for servitization. The Jam was supported by business executives from Rolls Royce and Majestic. |
Year(s) Of Engagement Activity | 2015 |
URL | http://www.aston.ac.uk/aston-business-school/research/events/business-games-jam/ |
Description | Midlands Games Event - What can universities do for the games industry? |
Form Of Engagement Activity | A formal working group, expert panel or dialogue |
Part Of Official Scheme? | No |
Geographic Reach | Regional |
Primary Audience | Industry/Business |
Results and Impact | Round-table discussion hosted by Birmingham City University between academia and industry related to the possibilities for collaboration. Contacts made related to connecting games industry as service providers to manufacturers. |
Year(s) Of Engagement Activity | 2016 |
Description | Midlands Simulation and Games Network |
Form Of Engagement Activity | A formal working group, expert panel or dialogue |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Other audiences |
Results and Impact | Round-table amongst academics hosted at Birmingham City University to discuss potential links between academia and games industry |
Year(s) Of Engagement Activity | 2016 |
Description | Norwegian University of Science, Trondheim, Norway |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Other academic audiences (collaborators, peers etc.) |
Results and Impact | Good discussion and Q & A afterwards n/a |
Year(s) Of Engagement Activity | 2013 |
Description | Product Service Systems Workshop (Sao Paulo, Brazil) |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Study participants or study members |
Results and Impact | This was a British Council Researcher Links workshop entitled 'Enhancing Relevance and Impact in Brazil for Research in Green Technology Management & Product Service Systems'. The workshop involved participants presenting their research, visiting factories, and creating strategies for impact and engagement between academia and industry. The workshop introduced and expanded the approach of design thinking in business model innovation and gamification, which informed further engagement activities with manufacturers and games companies. |
Year(s) Of Engagement Activity | 2016 |
URL | https://www.britishcouncil.org.br/events/newton-fund-researcher-links-workshop-baines |
Description | SEGAH conference |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | Yes |
Type Of Presentation | keynote/invited speaker |
Geographic Reach | International |
Primary Audience | Professional Practitioners |
Results and Impact | Good discussiona nd Q & A afterwards n/a |
Year(s) Of Engagement Activity | 2013 |
URL | http://www.ipca.pt/segah2013/ |