Q5 |
Main motive why companies launch co-creation programs. |
Sales |
Reach goals |
Continuous improvement, engagement, feedback |
The growth is slower |
Need to develop new products |
Improve customer relationship |
Continuously improve processes and services |
Q6 |
Main goal of co-creation. |
Loyalty |
Purchase app |
Team alignment |
Prospection of new markets |
Service development |
Improved engagement |
After-sales support |
Q17 |
Recommendations for a possible gamification system. |
N/A |
Social media development |
Assessment process |
Awards |
Customer communication |
N/A |
Roleplay e storytelling |
Q19 |
The main purpose of a gamification tool. |
Product promotion |
Ranking of results |
Operation management and recruiting |
More sales |
Sales increase |
Interdepartmental cooperation |
Promotion of products/services |
Q20 |
Is the respondent able to define a gamification strategy? (Control question) |
N/A |
N/A |
Yes, goals; implementation; evaluation; revision |
Yes, goals; rewards; monitoring; results |
N/A |
Yes, objectives; history; personal and general goals; rewards |
Yes, strategy; feedback; leader board; rewards |
Q1 |
Is the respondent familiar with the topic of co-creation? |
Engage the client in the product's creation |
Do something with external help |
Creation process using several stakeholders |
Sharing ideas leads to the creation of a product |
Product development with the customer |
Listen to the customer's opinions and wishes |
Create viable solutions for all stakeholders |
Q2 |
Has the company applied co-creation yet? |
N/A |
Yes - subcontracting |
Several actions taking place |
Yes, development programs |
No |
Yes, strategy development |
Yes, customer shared services program |
Q15 |
Is the respondent familiar with the gamification topic? |
Creation of games to sell products |
Engagement tool |
Use games to promote motivation |
Introduction of the game component in the relationship with the client |
Games applied at work |
Use of games to increase engagement |
Use of game dynamics to involve stakeholders |
Q16 |
Has the company applied gamification yet? |
N/A |
No |
In the applicant's evaluation |
Yes, internal program of health promotion |
No |
No |
No |
Q3 |
Do the Stakeholders show interest in co-creation? |
Very important issue |
Yes, they act on a partnership basis |
It depends on the client, but, in principle, yes |
All the stakeholders are recipients |
No, they value the price more |
Yes, it may vary with some partners |
It depends on the stakeholder, but in principle, yes |
Q7 |
Recommending companies to start working on the topic of co-creation |
Feedback |
Disclosure |
Disclosure and training |
State support and use of specialized platforms |
Greater training for managers and advice from state agencies |
Greater communication on the use of business centers for testing |
Greater dissemination of success stories |
Q10 |
Preferential channel for improvement suggestions? |
Marketing department |
Call center |
Live meeting |
Commercial team |
Sales Team |
E-mail |
Site and WhatsApp partition |
Q11 |
Has the company implemented a continuous improvement system where the client is an integrated party? |
N/A |
Yes, the responsibility belongs to the process manager |
Yes, the responsibility belongs to the process manager |
Client-oriented for an innovation department |
Yes, being controlled by management |
Yes, sales management responsibility |
Yes, a specific department for that purpose |
Q12 |
The client is involved with the continuous improvement system (labeled as redundant after the revision). |
N/A |
N/A |
Yes |
N/A |
No |
Yes |
Yes |
Q13 |
Does the company have more than four communication channels with the client? |
Yes |
Yes |
Yes |
Yes |
No |
Yes |
Yes |
Q14 |
Preferential channels for co-creation? |
Social media |
N/A |
Live of telephone Workshops |
Digital platform |
Social networks |
Direct telephone contact |
Social networks |
Q23 |
Does the company establish a relationship with the client under an informal environment? |
N/A |
Usually formal |
Very formal |
Very formal environment |
Formal |
Casual |
Informal |
Q4 |
Does the company acknowledge that profits justify the costs associated with the development of co-creation? |
Yes |
Yes |
Yes, being compensated by a greater involvement |
The gain justifies the investment |
Yes, depending on the sector |
Yes |
Yes |
Q8 |
Main threats to co-creation. |
Conflicting interests |
Insufficient resources |
Marketing myopia |
Business verticalization |
Conflict of interests |
Marketing Myopia; lack of transparency |
Conflict of interests |
Q9 |
Main advantages of co-creation. |
Engagement |
Engagement |
Engagement and feedback |
Engagement |
Customized products/services |
Custom solutions; cost reduction; improvement in service quality |
Loyalty; engagement |
Q18 |
Can gamification harm the company's reputation? |
No |
Yes, positively or negatively |
Yes, positively or negatively |
Some clients may object |
Yes, in a positive or negative way |
Yes, in a positive or negative way |
Yes, depending on when it is, poorly explained |
Q21 |
Main threats to gamification. |
Failure in the expected impact |
Traditionalism and bad implementation |
Marketing myopia |
Failure in the expected impact |
Loss of credibility and trust |
Misfit objectives; loss of credibility; development cost |
Loss of credibility; loss of productivity |
Q22 |
Main advantages of gamification. |
Market increase, product promotion |
Teamwork |
Motivation |
Alignment, informality |
Internal satisfaction and better alignment |
Team spirit; increased sales; increased productivity |
Team spirit; aware of external inputs |
Q24 |
Do you think gamification is feasible in the Portuguese business environment? |
Not yet, still very incipient |
Possibly yes |
Yes, more influence in the tasks than in the company |
Yes, but companies need support |
More testing is still needed |
Yes, but smaller companies have difficulty |
Yes, depending on the sector |