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http://dx.doi.org/10.7583/JKGS.2019.19.1.47

The Design of Gamification to Improve Youth's Creativity : The Cases of 'Idea League' and 'Idea Company'  

Chung, Do-Bum (Korea Institute of Science and Technology Information (KISTI))
Jang, Hye-Jeong (Korea Institute of Science and Technology Information (KISTI))
Lee, Kyuhong (Korea Institute of Science and Technology Information (KISTI))
Lee, Hwanjoo (Korea Institute of Science and Technology Information (KISTI))
Abstract
This study presents the cases of 'Idea League' and 'Idea Company' designed to improve the creativity of youth, the protagonist of the future startup in 'Idea Maru' platform. The 'Idea League' is a service where youths suggest ideas about questions that require creativity, and it can be fun to compete rankings of ideas or directly evaluate other ideas. Besides, 'Idea Company' is a service for youths to establish a virtual company, and they can receive mentoring and simulated investment for the established virtual company. The result of this study suggests that gamification can be applied in non-game areas, and it will contribute to spreading positive perception of the game.
Keywords
Creativity; Gamification; Idea League; Idea Company; Idea Maru;
Citations & Related Records
Times Cited By KSCI : 5  (Citation Analysis)
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