@inproceedings{dd67d810ae744555b65efc45acb0b0c5,
title = "Gamifying creative potential: For better or worse?",
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{\textquoteright} 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.",
keywords = "Creativity, Creativity tests, Game components, Gamification",
author = "Thiel, {Sarah Kristin}",
year = "2018",
month = jan,
day = "1",
language = "English",
series = "European Conference on Games Based Learning",
publisher = "Dechema e.V.",
number = "October",
pages = "915--919",
editor = "Melanie Ciussi",
booktitle = "12th European Conference on Game Based Learning, ECGBL 2018",
note = "12th European Conference on Game Based Learning, ECGBL 2018 ; Conference date: 04-10-2018 Through 05-10-2018",
}