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dc.rights.licenseAttribution 4.0 International*
dc.contributorMondragon Goi Eskola Politeknikoa
dc.contributor.otherWhalen, Katherine A.
dc.contributor.otherSelvefors, Anneli
dc.contributor.otherFransson, Alexandra
dc.contributor.otherFallahi, Sara
dc.contributor.otherRenström, Sara
dc.contributor.otherNordenö, Hanna
dc.contributor.otherLeivas, Matilda
dc.date.accessioned2024-06-05T08:28:44Z
dc.date.available2024-06-05T08:28:44Z
dc.date.issued2024
dc.identifier.urihttps://hdl.handle.net/20.500.11984/6480
dc.description.abstractPrevious research emphasises the importance of actor engagement in circular business model innovation processes. Both co-design and serious games have been advocated as approaches to engage with end-users. However, there is limited research focused on applying these approaches to circular business model innovation. This paper therefore explores the role users can play in co-design of circular business models and how games could be used to support such co-design. First, roles users can play in co-design of circular business models are identified through company interviews. Several characteristics for games that can support co-design of circular business models are then offered. Finally, four game concepts are presented to illustrate how games could facilitate co-design of circular business models. The results suggest that by engaging with users in co-design, companies could gain insights which could serve as inputs to circular business model development. This includes learning about users' needs, preferences, and product use patterns. Users can also be invited to take part in ideating, testing, and validating existing and new products and services so that companies can identify opportunities for desirable and attractive offers. Furthermore, the differing directions of the presented game concepts show there are several ways to engage with users through game approaches. As the paper presents possible roles for users in codesign of circular economy and illustrates various ways this could be approached using games, the findings are expected to be relevant to researchers and practitioners who are interested to engage users in circular business model innovation.en
dc.language.isoengen
dc.publisherMondragon Unibertsitateaen
dc.rights© 2024 The Authorsen
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectbusiness model innovationen
dc.subjectcircular business modelsen
dc.subjectco-designen
dc.subjectgame-based toolsen
dc.subjectsustainable business modelsen
dc.subjectshort papersen
dc.subjectTHEME 4: Exploring theoretical and methodological foundationsen
dc.titleOpportunities for Engaging Users in Codesign of Circular Offers Through Gamesen
dcterms.accessRightshttp://purl.org/coar/access_right/c_abf2en
dcterms.source9th International Conference on New Business Models (NBM2024)en
local.description.peerreviewedtrueen
local.identifier.doihttps://doi.org/10.48764/f07f-7c47
oaire.format.mimetypeapplication/pdfen
oaire.file$DSPACE\assetstoreen
oaire.resourceTypehttp://purl.org/coar/resource_type/c_c94fen
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85en


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Except where otherwise noted, this item's license is described as Attribution 4.0 International