Gamifying creative potential: For better or worse?

Sarah Kristin Thiel*

*Corresponding author for this work

Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearchpeer-review

Abstract

Creativity has become a highly valued trait in both industry and academia. Along with multiple definitions of creativity in existence, external and internal conditions that influence creative processes are yet a topic of research. This research aims to uncover the influence of game components on creativity. While gamification is known to influence users’ motivation towards a desired behavior, little empirical evidence exists suggesting that game characteristics can support creative processes. Previous research has looked into the affordances of playfulness and found that play stimulates as well as facilitates creativity. We present early findings from an empirical study employing a web-based tool that allows to devise creativity tests with integrated game components. Insights from this research are expected to hold value both for educational and work environments where creativity is sought, as well as for entertainment games.

Original languageEnglish
Title of host publication12th European Conference on Game Based Learning, ECGBL 2018
EditorsMelanie Ciussi
Number of pages5
PublisherDechema e.V.
Publication date1 Jan 2018
Pages915-919
ISBN (Electronic)9781911218999
Publication statusPublished - 1 Jan 2018
Event12th European Conference on Game Based Learning, ECGBL 2018 - Sophia Antipolis, France
Duration: 4 Oct 20185 Oct 2018

Conference

Conference12th European Conference on Game Based Learning, ECGBL 2018
Country/TerritoryFrance
CitySophia Antipolis
Period04/10/201805/10/2018
SeriesProceedings of the European Conference on Games-Based Learning
NumberOctober
Volume2018
ISSN2049-0992

Keywords

  • Creativity
  • Creativity tests
  • Game components
  • Gamification

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