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The Avaritia: Entrepreneurship Practice to Understand the Problem of Information Control through Gamification

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  • Sungjin Park

    (Graduate School of Business, Kyung Hee University, Seoul 02447, Republic of Korea)

  • Sangkyun Kim

    (Graduate School of Business, Kyung Hee University, Seoul 02447, Republic of Korea)

Abstract

Information control creates inequality in society, and thus, widens the wealth gap. This study aimed to develop entrepreneurship education gamification to understand problems of information control and developed a gamification called “The Avaritia”. To verify the effectiveness of the game, pre/post-questionnaire responses were verified. The results indicate that The Avaritia helped us understand the social problems of information control and had a positive effect on the cognitive change of learners. The results of this study suggest the need for entrepreneurship education using gamification and emphasize the importance of social entrepreneurship.

Suggested Citation

  • Sungjin Park & Sangkyun Kim, 2023. "The Avaritia: Entrepreneurship Practice to Understand the Problem of Information Control through Gamification," Sustainability, MDPI, vol. 15(8), pages 1-14, April.
  • Handle: RePEc:gam:jsusta:v:15:y:2023:i:8:p:6738-:d:1125218
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    References listed on IDEAS

    as
    1. Sungjin Park & Sangkyun Kim, 2022. "Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse," Sustainability, MDPI, vol. 14(3), pages 1-14, January.
    2. Ana Manzano-León & Pablo Camacho-Lazarraga & Miguel A. Guerrero & Laura Guerrero-Puerta & José M. Aguilar-Parra & Rubén Trigueros & Antonio Alias, 2021. "Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education," Sustainability, MDPI, vol. 13(4), pages 1-14, February.
    3. Foteini Grivokostopoulou & Konstantinos Kovas & Isidoros Perikos, 2019. "Examining the Impact of a Gamified Entrepreneurship Education Framework in Higher Education," Sustainability, MDPI, vol. 11(20), pages 1-17, October.
    4. Eppmann, René & Bekk, Magdalena & Klein, Kristina, 2018. "Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX]," Journal of Interactive Marketing, Elsevier, vol. 43(C), pages 98-115.
    5. Sungjin Park & Kyoungsoon Min & Sangkyun Kim, 2021. "Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences," Sustainability, MDPI, vol. 13(16), pages 1-10, August.
    6. Alejandro García-Jurado & José Javier Pérez-Barea & Rodrigo J. Nova, 2021. "A New Approach to Social Entrepreneurship: A Systematic Review and Meta-Analysis," Sustainability, MDPI, vol. 13(5), pages 1-16, March.
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