Abstract
PurposeThis research paper aims to explore how social intrapreneurs use serious games to generate social innovation. In particular, the study depicts the coproduction process between caregivers acting as intrapreneurs, patients and other stakeholders, and unveils the contributions of serious games and their key features in producing social innovation within healthcare facilities.Design/methodology/approachThrough an original case study, the article analyzes a social innovation initiated by caregivers in the French care eco-system. Primary and secondary data were used to observe and examine the successful implementation of a serious game. Specifically, caregivers in hospital designed a game that helps children overcome the stress and anxiety inherent to their hospital journey.FindingsResults unveil the role of social innovations as catalyst of social intrapreneurship and the coproduction of services. In the healthcare setting, serious games both participate in improving the stay of child in hospitals, and in facilitating the working conditions of caregivers.Originality/valueThis article brings together the theoretical background of social intrapreneurship, social innovation and serious games. The successful implementation of social innovation depends on the intrinsic features of social intrapreneurs, coupled with those pertaining to serious games. The positive outcome of social innovation benefits both internal and external stakeholders. Such innovation improves the end users' experience, as the latter participate in the coproduction of their own care.
Subject
Business, Management and Accounting (miscellaneous),Business and International Management
Reference57 articles.
1. Gaming elements, applications, and challenges of gamification in healthcare;Informatics in Medicine Unlocked,2022
2. Collaborative open training with serious games: relations, culture, knowledge, innovation, and desire;Journal of Innovation and Knowledge,2017
3. Using serious games to manage knowledge: the SECI model perspective;Journal of Business Research,2016
4. Using serious games to manage knowledge and competencies: the seven-step development process;Information Systems Frontiers,2016
5. Serious games for managers: creating cognitive, financial, technological, social, and emotional value in in-service training;Journal of Business Research,2022