Gamification in fostering creativity
Mykolo Romerio universitetas |
Date Issued |
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2014 |
Practical implications – by developing further research in the use of gamification while fostering creativity it is possible to determine, whether or not the “creative domains” should apply more measures of gamification in their activities. Value – the article emphasises the theoretical analysis of gamification and its applicability in fostering creativity. First of all, the context of the rise of gamification is examined. The Generation Y, or the Millennials, is the main target group for gamification applications. The justification of the method is based on the social context formed by a generation of people who like to be stimulated, entertained and engaged. The Millennials are used to advanced technologies; they make the game industry one of the most profitable in the field of entertainment. This creates possibilities for a wider use of game mechanic elements and game thinking in the contexts directly unrelated to games. Furthermore, the definition of gamification is also a controversial issue, since scientists do not agree as to the range of elements that gamification involves. Although gamification is created as a method to increase engagement by using elements of game mechanics, it is explained through theories of self-determination and “flow”. The possible correlation between reaching the state of “flow” and fostering creativity is a questionable issue, as only a few studies have focused on the idea.