2022
DOI: 10.1080/0144929x.2022.2133634
|View full text |Cite
|
Sign up to set email alerts
|

How to improve creativity: a study of gamification, money, and punishment

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
8
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
9
1

Relationship

0
10

Authors

Journals

citations
Cited by 14 publications
(8 citation statements)
references
References 88 publications
0
8
0
Order By: Relevance
“…Crowdsourcing is a recent form of open collaboration for new product development and idea generation (Albors et al , 2008; Jeppesen and Lakhani, 2010; Schlagwein and Bjørn-Andersen, 2014; Xu and Hamari, 2022), in which customers are challenged to provide a solution for companies (Howe, 2006; Palacios et al , 2016). Various models of crowdsourcing have emerged, including crowdfunding (e.g.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Crowdsourcing is a recent form of open collaboration for new product development and idea generation (Albors et al , 2008; Jeppesen and Lakhani, 2010; Schlagwein and Bjørn-Andersen, 2014; Xu and Hamari, 2022), in which customers are challenged to provide a solution for companies (Howe, 2006; Palacios et al , 2016). Various models of crowdsourcing have emerged, including crowdfunding (e.g.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Gamification can facilitate communicative language learning by providing opportunities for students to engage in authentic language use, such as role-playing, simulations, and collaborative tasks within the game environment. Gamified activities can encourage students to practice and apply their language skills in realistic contexts, promoting fluency and communicative competence (Xu and Hamari, 2022).…”
Section: Benefits and Potential Of Gamificationmentioning
confidence: 99%
“…The benefits creators can enjoy through their activity are multiple, at least in theory. As creators, they can and will perceive the results of their efforts as a token of self-expression and their creativity as proof of their competence in the use of gamification as well as the gamified topic, improving their perceived well-being (Watson et al, 2018;Xu and Hamari, 2022). Brandi and Iannone (2016) claim that "it is clear that the design and deployment of learning strategies in workplaces are key to bolstering lifelong learning".…”
Section: 3mentioning
confidence: 99%