Abstract

The objective of this study is to investigate gamification as an architecture of participation in an online innovation community. Gamification is a phenomenon that aims to motivate people through the use of game elements and dynamics in non-game contexts. An architecture of participation (AoP) can be understood as any system that helps transform individual activities into communal resources. The research is a case study of the innovation community Thingiverse. The study seeks to identify the game elements used by the community and seeks to explain how the psychological and social consequences of the game elements lead individuals to engage in behaviours that create value for the innovation community.

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