USING SERIOUS GAMES FOR IDEA ASSESSMENT IN SERVICE INNOVATION Feldmann, Niels; Adam, Marc T. P.; Bauer, Maximilian; Karlsruhe Institute of Technology, Germany KARLSRUHE SERVICE RESEARCH INSTITUTE (KSRI) www.ksri.kit.edu KIT – University of the State of Baden-Württemberg and National Research Center of the Helmholtz Association www.kit.edu Current challenges in service idea assessment Ideation Ideas Concepts Market Success Requirements for new approaches Ideas Concepts Cope with large idea portfolios1 Address hollow go-decisions2, 3 Tap the knowledge of staff4 High attractiveness for staff4 IT-supported assessment5 Sources: 1 e.g. Bjelland O. & Wood, R. (2009). An inside view of IBM’s ‘Innovation Jam’, MIT Sloan Management Review, 50(1), 32-40 2 Barczak, G., et al. (2009). PERSPECTIVE: Trends and Drivers of Success in NPD Practices. Journal of Product Innovation Management, 26(1), 3–23. 3 Cooper, R. G. (2009). How Companies are Reinventing their Idea–to–Launch Methodologies. Research Technology Management, 52(2), 47–57. 4 Feldmann, N. & Kohler, M (2013). Service Innovation Capabilities for Idea Assessment. In The Handbook of Service Innovation. Forthcoming 5 Schulze et al. (2012). Idea assessment in open innovation: A state of practice. ECIS 2012 2 December 05, 2014 Innovation Games Summit 2015 Karlsruhe Service Research Institute www.ksri.kit.edu Pre-testing a serious game in a real-life environment 8/2012: San Jose Budget Games in the News 11/2012: Workshop @ KIT 1/2013: Pre-Study in an Eastern European branch of a German bank Participants said . . . 27 ideas 8 players Online version 3 December 05, 2014 Innovation Games Summit 2015 Karlsruhe Service Research Institute www.ksri.kit.edu Research questions to be addressed in a lab experiment RQ1: Do serious games contribute to responding to the challenges of idea assessment in service innovation? RQ2: To what extent does the formation of teams in terms of openness to experience influence the outcome of a serious game for idea assessment? Controlled laboratory experiment 4 December 05, 2014 Innovation Games Summit 2015 Karlsruhe Service Research Institute www.ksri.kit.edu Overall experiment design Students 5 December 05, 2014 Innovation Games Summit 2015 Karlsruhe Service Research Institute www.ksri.kit.edu RQ1: Perception of system by participants (TAM3*) 1. Perceived Ease of Use (PEOU) PEOU1 My interaction with the system is clear and understandable. Construct PEOU2 Interacting with the system does not requireAverage a lot of my mental effort. PEOU3 I find the system to be easy to use. Perceived Enjoyment PEOU4 I find it easy to get the system to do what I want5.12 it to do. Perceived Ease of(ENJ) Use 5.81 2. Perceived Enjoyment ENJ1 I find using the system to be enjoyable. Output Quality 4.71 ENJ2 The actual process of using the system is pleasant. ENJ3 I have fun using the system. Result Demonstrability 5.26 1.......7 Variance 1.......7 1.......7 1.26 1 . . . . . . . 7 0.95 1.......7 1.50 1 . . . . . . . 7 1.......7 0.88 3. Output Quality (OUT) OUT1 The quality the output I get from the system Up is high. Mood Level of (before - after) by 7.6% during game (4.8 to 5.2)1 . . . . . . . 7 OUT2 I have no problem with the quality of the system’s output. 1.......7 OUT3 I rate the results from the system to be excellent. 1.......7 4. Result Demonstrability (RES) RES1 I have no difficulty telling others about the results of using the system. The Serious Game helps to increase popularity RES2 Conjecture: I believe I could communicate to others the consequences of using the system. and in idea assessment RES3 participation The results of using the system are apparent to me. RES4 I would have difficulty explaining why using the system may or may not be beneficial. 5. State your overall mood level 1.......7 regular 1.......7 1.......7 1.......7 1.......7 *Source: Venkatesh, V. and Bala, H. (2008). Technology Acceptance Model 3 and a research agenda on interventions. Decision Sciences, 39 (2), 273-315. 6 December 05, 2014 Innovation Games Summit 2015 Karlsruhe Service Research Institute www.ksri.kit.edu RQ2: Types of projects bought by varying teams Number of funded radical ideas Significance Test: Budget invested in radical ideas (# of radical idea as dependent variable) • HIGH teams selecting more radical ideas is significant* (b=1.864, se=.779, z=2.39, p=.017) • All other teams do not show significant differences * Ordered Logit Regression 7 December 05, 2014 Innovation Games Summit 2015 Karlsruhe Service Research Institute www.ksri.kit.edu RQ2: Individuals’ investments in radical ideas OLS regressions on budgets invested in radical ideas by each individual Budget Invested in Radical Ideas (1) Independent Variables Coeff. SE (2) Sig. Coeff. SE Sig. Dummy: HIGH_treatment 13.544 5.014 .007 ** 15.024 6.229 .017 * Dummy: gender_female -4.836 5.232 .356 -3.087 5.498 .575 Computer Playfulness .688 2.540 .787 1.668 2.750 .545 Computer Anxiety -4.948 2.503 .049 * -5.306 2.534 .037 * Perceived Enjoyment .861 1.989 .666 1.243 2.031 .541 Openness -.040 .188 .831 Neuroticism .070 .140 .617 Extraversion -.112 .129 .384 Agreeableness -.078 .161 .629 Conscientiousness -.328 .156 .037 * It’s not enough to exhibit a high openness score, participants with .000 high*** Constant 63.825 16.149 .000 *** 89.575 22.334 openness scores need to be grouped in homogeneous high openness R² = .063 R² = .094 teams in order to spend more money on radical ideas. N = 240 N = 240 8 December 05, 2014 Innovation Games Summit 2015 Karlsruhe Service Research Institute www.ksri.kit.edu Outcome, Implications & Further Research Outcome & Implications 1. Contribution to Further Research Attractiveness for staff Hollow go-decisions Benchmark serious game with traditional decision methods IT-supported assessment 2. No contribution to Field study to compare lab to real-life environment Copes with large portfolios Tap the knowledge of staff 3. Balanced outcome when played by an average set of participants Explore further personality dimensions (e.g. extraversion) Compare outcome and perception of game when played face-to-face vs. online 4. A wanted bias towards more radical ideas can be introduced 9 December 05, 2014 Innovation Games Summit 2015 Karlsruhe Service Research Institute www.ksri.kit.edu Thank you ! Niels Feldmann Dr. Marc Adam Karlsruhe Institute of Technology (KIT) Karlsruhe Service Research Institute (KSRI) Karlsruhe Institute of Technology (KIT) Institut of Information Systems and Marketing Email: Email: niels.feldmann@kit.edu marc.adam@kit.edu Max Bauer Karlsruhe Institute of Technology (KIT) Karlsruhe Service Research Institute (KSRI) 10 December 05, 2014 Innovation Games Summit 2015 Karlsruhe Service Research Institute www.ksri.kit.edu Implications & Further Research 1 Interactions in Teams 2 Interactions in Teams Compare interaction pattern of lab experiment with pattern from reallife setups Evalutate chat logs of lab experiment 3 11 4 Real life test Further Dimensions Repeat experiment in real life situation, compare to lab and traditional decision methods Explore the impact of further personality dimensions (e.g. extraversion) December 05, 2014 Innovation Games Summit 2015 Karlsruhe Service Research Institute www.ksri.kit.edu