Purpose-discuss the assumptions for gamification application in fostering creativity. Design/methodology/approach-the author analyses the precognitions that allowed gamification to attract mainstream attention, the diversity of understandings about the phenomenon, and the possible relations between usage of gamified content and the development of creativity. The paper is based on the comparative analysis of scientific literature and related sources from sociology, business, and entertainment. The engagement is analysed through the theories of self-determination and the "flow". Creativity is understood as "any act, idea, or product that changes an existing domain, or that transforms an existing domain into a new one" (Csikszentmihalyi, 1996). Gamification is analysed as "use of game design elements in non-game context" (Deterding, Dixon, Khaled, and Nacke (2011). Findings-although gamification is gaining more public attention, studies that would reveal its relations in fostering creativity are lacking. One of the main goals of any gamified platform is to raise the engagement of the participant while keeping the subject interested in the process or activity. In some cases, there is a relation between "flow" and creativity. However, the strength of this relationship depends on the users of gamified content and the domain of interest. Research limitations / implications-there are very few empirical studies that would support correlation between experiencing the "flow" state and the raise of creativity. This issue requires more surveys that would ground the idea.
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