Gamification of Creativity: Exploring the Usefulness of Serious Games for Ideation
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DOI: 10.1111/caim.12138
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Cited by:
- Castillo-Vergara, Mauricio & Alvarez-Marin, Alejandro & Placencio-Hidalgo, Dario, 2018. "A bibliometric analysis of creativity in the field of business economics," Journal of Business Research, Elsevier, vol. 85(C), pages 1-9.
- Hammedi, Wafa & Leclercq, Thomas & Poncin, Ingrid & Alkire (Née Nasr), Linda, 2021. "Uncovering the dark side of gamification at work: Impacts on engagement and well-being," Journal of Business Research, Elsevier, vol. 122(C), pages 256-269.
- Anastasia Roukouni & Heide Lukosch & Alexander Verbraeck & Rob Zuidwijk, 2020. "Let the Game Begin: Enhancing Sustainable Collaboration among Actors in Innovation Ecosystems in a Playful Way," Sustainability, MDPI, vol. 12(20), pages 1-17, October.
- 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).
- Leclercq, Thomas & Hammedi, Wafa & Poncin, Ingrid, 2018. "The Boundaries of Gamification for Engaging Customers: Effects of Losing a Contest in Online Co-creation Communities," Journal of Interactive Marketing, Elsevier, vol. 44(C), pages 82-101.
- 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).
- Herron, Eddward T. & Cornell, Robert M., 2021. "Creativity amidst standardization: Is creativity related to auditors’ recognition of and responses to fraud risk cues?," Journal of Business Research, Elsevier, vol. 132(C), pages 314-326.
- Alexander Brem & Rogelio Puente-Díaz & Marine Agogué, 2017.
"Creativity and Innovation: State of the Art and Future Perspectives for Research,"
World Scientific Book Chapters, in: Alexander Brem & Rogelio Puente-Diaz & Marine Agogué (ed.), The Role of Creativity in the Management of Innovation State of the Art and Future Research Outlook, chapter 1, pages 1-12,
World Scientific Publishing Co. Pte. Ltd..
- Alexander Brem & Rogelio Puente-Diaz & Marine Agogué, 2016. "Creativity And Innovation: State Of The Art And Future Perspectives For Research," International Journal of Innovation Management (ijim), World Scientific Publishing Co. Pte. Ltd., vol. 20(04), pages 1-19, May.
- Sophie Hooge & Kevin Levillain & Ludivine Guérineau & Anne Bion-Robin & Julie Gautier, 2016. "Designing exploratory partnerships in Southeast Asia: The challenge of building a sustainable ecosystem to address chronic malnutrition," Post-Print hal-01364198, HAL.
- Dolores Lucía Sutil-Martín & F. Javier Otamendi, 2021. "Soft Skills Training Program Based on Serious Games," Sustainability, MDPI, vol. 13(15), pages 1-23, July.
- Sharma, Wamika & Lim, Weng Marc & Kumar, Satish & Verma, Aastha & Kumra, Rajeev, 2024. "Game on! A state-of-the-art overview of doing business with gamification," Technological Forecasting and Social Change, Elsevier, vol. 198(C).
- Antonopoulou, Katerina & Begkos, Christos, 2020. "Strategizing for digital innovations: Value propositions for transcending market boundaries," Technological Forecasting and Social Change, Elsevier, vol. 156(C).
- Zhuoyao Cui & Haochen Yang, 2023. "From Game Elements to Active Learning Intentions: Exploring the Driving Factors in Digital Learning Platforms," SAGE Open, , vol. 13(4), pages 21582440231, November.
- Behl, Abhishek & Jayawardena, Nirma & Ishizaka, Alessio & Gupta, Manish & Shankar, Amit, 2022. "Gamification and gigification: A multidimensional theoretical approach," Journal of Business Research, Elsevier, vol. 139(C), pages 1378-1393.
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Keywords
idea generation; ideation methodology; creativity; serious game;All these keywords.
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