Please login to be able to save your searches and receive alerts for new content matching your search criteria.
The main purpose of this paper is to examine the innovation activities of nanotechnology organizations. Regression analysis is used to test the hypothesis in a sample of 270 UK nanotechnology organizations. The findings suggest that the innovativeness of the nanotechnology organizations is affected by organizational support, e-business and knowledge management. The organizations pursuing these strategic factors of R&D and commercialization are more innovative than conventional ones.
The paper discusses the relationship between learning, innovation and (institutional) reflexivity. It is often held that reflexivity is a crucial factor for learning and innovation processes. However, a rather formalistic approach to reflexivity is predominant. We propose to overcome this limitation and to develop a more meaningful concept of reflexivity which "reflects" the contingent, relational, dynamic and complex character of organizational environments and reality. Based on this broadened understanding it appears that reflexivity is imminently a dialectic category and, under specific circumstances, it can also inhibit innovation. This is especially the case when reflexive tools are abused to push performance only. In order to illustrate our concept and hypotheses we added two case studies which highlight the conflicting counterparts of reflexivity and innovation and pointed us to important cultural "success factors".
How can storytelling help create more inclusive workplaces and bring about consent with things as they really are? This chapter presents our intervention tool, Collaborative Story Craft (CSC), as a way to involve more members in the collective story at the workplace. From our positions as researchers and practitioners, we give an account of the tool’s theoretical framework, specifically schools of sensemaking and social worlds, to describe and connect our method to practice. In this chapter, we also introduce a fictional story to highlight the sensemaking process of using CSC as a meaningful way to include more voices into the collective story.
Gamification is defined differently in both research literature and among people. The purpose of this book chapter is to provide a detailed scoping review of the future of gamification in organizations. The first section provides an overview of the future of gamification in the business context. The second section provides an overview of the scoping review methodology and the third section illustrates the thematic analysis of gamification in organizations. The final section discusses the conclusion by providing implications for future researchers in the area of gamification in organizations. Gamification science is distinct not only from game science but also from non-scientific forms of gamification research. The purpose of gamification science is not to denounce nonscientific approaches to the study of gamification; instead, it establishes precise limits on the scope of the subfield. Gamification scientists seek to comprehend how games can be utilized to affect the attitudes, behaviors, and other states of being of humans. To further elucidate this position, we also provide a research agenda and framework for the study of gamification science.