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Innotin game supporting collective creativity in innovation activities

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  • Parjanen, Satu
  • Hyypiä, Mirva

Abstract

To support collective creativity in innovation interdisciplinary methods are required. This study introduces the Innotin game to support collective creativity. This multiple case study includes three co-design workshops, where the Innotin game was played. The primary research question is how can gamification support collective creativity in multi-actor innovation activities? The first objective is to study the experiences of the players of the Innotin game and examine how the game supports creativity according to them and what they consider is essential in the game. The second objective is to define the results of the co-design workshops. What kinds of ideas were generated with the help of the game and what did the players learn during the game? The results of this study indicate that low-tech (board) games can be developed into a method that enhances creativity between collaborators in innovation activities.

Suggested Citation

  • Parjanen, Satu & Hyypiä, Mirva, 2019. "Innotin game supporting collective creativity in innovation activities," Journal of Business Research, Elsevier, vol. 96(C), pages 26-34.
  • Handle: RePEc:eee:jbrese:v:96:y:2019:i:c:p:26-34
    DOI: 10.1016/j.jbusres.2018.10.056
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    2. Nayak, Bhabani Shankar, 2022. "Interdisciplinary limits of creative business education," Technological Forecasting and Social Change, Elsevier, vol. 182(C).
    3. 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).
    4. 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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