2019
DOI: 10.1016/j.jbusres.2018.10.056
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Innotin game supporting collective creativity in innovation activities

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Cited by 43 publications
(19 citation statements)
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“…As an example, ideation games and future scenario techniques have been used to promote collective creativity, collaboration, experimentation and risk taking through the use of tangible symbols and actions (Parjanen & Hyypiä, 2019; Patricio, 2017) as well as helping participants break way from habitual thinking (related to existing routines in organizations) through the use of dynamic feedback elements incorporated into a game (S.K. Gudiksen, 2014; Schulz et al, 2015).…”
Section: Resultsmentioning
confidence: 99%
“…As an example, ideation games and future scenario techniques have been used to promote collective creativity, collaboration, experimentation and risk taking through the use of tangible symbols and actions (Parjanen & Hyypiä, 2019; Patricio, 2017) as well as helping participants break way from habitual thinking (related to existing routines in organizations) through the use of dynamic feedback elements incorporated into a game (S.K. Gudiksen, 2014; Schulz et al, 2015).…”
Section: Resultsmentioning
confidence: 99%
“…Relates to: Creativity, Critical Thinking "Researchers tend to agree games as a methodology foster creativity in interdisciplinary collaboration, not only computer based games (Horne, 2013;Tan, 2017) but also board, tinkering and playful games (Parjanen & Hyypiä, 2019;Bevan et al, 2015;Schulz et al, 2015)…The importance of the order of tasks, the role of the warming up exercises, engagement of players, generating a good spirit, support of cross boundaries of different knowledge, and help to players from different backgrounds and perspectives to communicate and build common ground are highlighted as critical elements of playing games for creativity purposes" (Moiranoa et al, 2020: 6). "To develop critical thinking, education activities should be appropriate and based on the principles of active learning, which Fink (2003) classifies as follows: First, information and ideas based on the use of primary and secondary sources found in class, out of class or online; second, experience concerning the activities of doing, observing or simulations; and third, reflexive dialogue, which may include writing papers, portfolios or diaries" (Bezanilla et al, 2019: 3).…”
Section: Discussionmentioning
confidence: 99%
“…This information would be useful because playfulness represents an easy form of stimulation. Indeed, the strong contribution of gamification in stimulating creativity has been recently discovered (Parjanen and Hyypiä, 2019). Finally, another source of concern may be related to the low percentage of females in the sample used for Study 4, as well as the limited size of the entire sample for the same study.…”
Section: Discussionmentioning
confidence: 99%