Innotin game supporting collective creativity in innovation activities
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DOI: 10.1016/j.jbusres.2018.10.056
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Cited by:
- Bar, Amit & Otterbring, Tobias, 2021. "The role of culture and personality traits in board game habits and attitudes: Cross-cultural comparison between Denmark, Germany, and USA," Journal of Retailing and Consumer Services, Elsevier, vol. 61(C).
- Nayak, Bhabani Shankar, 2022. "Interdisciplinary limits of creative business education," Technological Forecasting and Social Change, Elsevier, vol. 182(C).
- Abril, Carmen & Gimenez-Fernandez, Elena M. & Camacho-Miñano, María-del-Mar, 2024. "Using gamification to overcome innovation process challenges: A literature review and future agenda," Technovation, Elsevier, vol. 133(C).
- Behl, Abhishek & Jayawardena, Nirma & Pereira, Vijay & Islam, Nazrul & Giudice, Manlio Del & Choudrie, Jyoti, 2022. "Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda," Technological Forecasting and Social Change, Elsevier, vol. 176(C).
- Behl, Abhishek & Jayawardena, Nirma & Bhardwaj, Shikha & Pereira, Vijay & del Giudice, Manlio & Zhang, Justin, 2024. "Examining the failure of gamification in implementing innovation from the perspective of problematization in the retail sectors of emerging economies," Technovation, Elsevier, vol. 129(C).
- Roy, Subhadip & Mohapatra, Subhalaxmi, 2023. "Exploring the culture–creativity–innovation triad in the handicraft industry using an interpretive approach," Journal of Business Research, Elsevier, vol. 156(C).
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Keywords
Collective creativity; Gamification; Innotin game; Multiple case study; Board game;All these keywords.
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