Practitioners, despite competing in a difficult environment, struggle to understand or implement researchers’ findings that may support the development of sustainable competitive…
Abstract
Purpose
Practitioners, despite competing in a difficult environment, struggle to understand or implement researchers’ findings that may support the development of sustainable competitive advantage. Following design science research using a gamification framework, the purpose of this study is to develop Game of Streams, a boundary object fostering practitioners’ capabilities to generate IT-dependent strategic initiatives. The Game of Streams method is available following a creative commons license and has two benefits for practitioners. First, it allows practitioners to ideate IT-dependent strategic initiatives with big data fitting their context. Second, it supports the understanding of a taxonomy originating in academic research about big data, precisely Digital Data Streams.
Design/methodology/approach
Through design science research methodology, the author investigates the research/practice gap. This study created with and for firms Game of Streams, a boundary object using gamification. The author tested this boundary object with different organizations from small- and medium-sized enterprises to multinationals and proved its effectiveness in generating IT-dependent strategic initiatives.
Findings
Game of Streams is enhancing practitioners’ use of research conclusions from academic literature. This study demonstrates that academic literature can impact practice better than before using boundary objects and gamification.
Originality/value
The gamification of research to bridge the research/practice gap is an emerging subject in the literature. This study offers an approach that allows practitioners to actively participate while manipulating research concepts in their context to generate IT-dependent strategic initiatives.
Details
Keywords
Pierre Dal Zotto, Sylvain Colombero, Federico Pigni and Meyer Haggège
The rapid development of information and communication technologies (ICTs) has facilitated consumers’ involvement in firms’ value creation processes through increasingly near…
Abstract
Purpose
The rapid development of information and communication technologies (ICTs) has facilitated consumers’ involvement in firms’ value creation processes through increasingly near real-time information exchanges. This strategic opportunity configures new forms of ICT-enabled collaboration between firms and consumers. Firms can now immediately react to consumers’ requests/complaints, having gained real-time visibility of consumers’ actions and behaviors. Despite the increasing deployment of ICT-enabled value co-creation projects, managers still poorly apprehend them as high-potential strategic initiatives.
Design/methodology/approach
This paper investigates this gap through a multiple qualitative case study based on 17 organizations that successfully implement ICT-based value co-creation initiatives, including Lego, Netflix and Blablacar.
Findings
This study identifies two dimensions of the ICTs’ value co-creation process, namely, the firms’ involvement and customers’ role, in this co-creation process. Through these dimensions, four ICT-based co-creation initiatives are observed and defined: community, customers’ contributions create the firms’ value proposition (FVP); customization, customers’ service consumption personalize FVP; reputation, customers’ contributions about the offered services completes the FVP; and sense, an algorithmic approach, designed to focus on learning from customers’ consumption tailors FVP.
Originality/value
This study advances a framework supporting managerial decision-making concerning the aptitude of co-creation initiatives to meet organizational goals. Managers may gain insight from its use especially in assessing emerging opportunities to engage consumers in the value creation process.