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Gamification of Creativity: Exploring the Usefulness of Serious Games for Ideation

Author

Listed:
  • Marine Agogué

    (HEC Montréal - HEC Montréal)

  • Kevin Levillain

    (CGS i3 - Centre de Gestion Scientifique i3 - Mines Paris - PSL (École nationale supérieure des mines de Paris) - PSL - Université Paris sciences et lettres - I3 - Institut interdisciplinaire de l’innovation - CNRS - Centre National de la Recherche Scientifique)

  • Sophie Hooge

    (CGS i3 - Centre de Gestion Scientifique i3 - Mines Paris - PSL (École nationale supérieure des mines de Paris) - PSL - Université Paris sciences et lettres - I3 - Institut interdisciplinaire de l’innovation - CNRS - Centre National de la Recherche Scientifique)

Abstract

Organizing for idea generation is a recurring challenge in intensive innovation contexts. The literature on ideation has reached a compelling consensus on the features that such organizational devices must possess to support sufficient creativity: learning processes and a creative climate of confidence to promote collaboration. However, current practical methodologies struggle to simultaneously realize these two features. In this paper, we explore the potential of Serious Games, a collaborative tool that has been used since the 1960s to facilitate learning processes through the simulation of reality and a role-playing game, to induce an immersive experience and, more recently, to support the ideation process. To do so, we conducted an exploratory case study using a Serious Game to support ideation in a French medium-sized business. We then assess the strengths and areas for improvement of this Serious Game with respect to an ideation performance framework based on the existing literature. Our findings show that Serious Games are efficient tools for supporting existing knowledge exchange between participants and collaboration by providing a creative climate, but they may not sufficiently support learning of the external knowledge required to attain high levels of originality. Accordingly, we discuss some crucial parameters to be further explored to allow for the effective managerial use of such methodologies, such as the finetuning of the knowledge content that serves as a basis for the game.

Suggested Citation

  • Marine Agogué & Kevin Levillain & Sophie Hooge, 2015. "Gamification of Creativity: Exploring the Usefulness of Serious Games for Ideation," Post-Print hal-01185366, HAL.
  • Handle: RePEc:hal:journl:hal-01185366
    DOI: 10.1111/caim.12138
    as

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    Citations

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    Cited by:

    1. 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.
    2. 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.
    3. 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.
    4. 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.
    5. 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.
    6. 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..
    7. 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.
    8. 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.
    9. Antonopoulou, Katerina & Begkos, Christos, 2020. "Strategizing for digital innovations: Value propositions for transcending market boundaries," Technological Forecasting and Social Change, Elsevier, vol. 156(C).
    10. 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.
    11. 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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