Abstract
This paper aims to discuss the use of a hedonic system, i.e. a
multiplayer online ideation game (OIG), to integrate users into the generation
of ideas for real-world problems. An OIG, which was played by the surveyed
participants for total of more than 1070 hours, was therefore evaluated in a
twofold approach: Firstly, we examined the degree of players’ creative process
engagement in a longitudinal perspective. Secondly, we conducted interviews
in order to find reasons for a change in creative process engagement. We found
an increase in two of three components of creative process engagement during
the first and a decrease during the last intervalls. The altered perception
towards missions and game mechanics such as game points, social points, and
stories provides a logical explanation for this development.
multiplayer online ideation game (OIG), to integrate users into the generation
of ideas for real-world problems. An OIG, which was played by the surveyed
participants for total of more than 1070 hours, was therefore evaluated in a
twofold approach: Firstly, we examined the degree of players’ creative process
engagement in a longitudinal perspective. Secondly, we conducted interviews
in order to find reasons for a change in creative process engagement. We found
an increase in two of three components of creative process engagement during
the first and a decrease during the last intervalls. The altered perception
towards missions and game mechanics such as game points, social points, and
stories provides a logical explanation for this development.
Original language | English |
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Pages | 1-14 |
Number of pages | 14 |
Publication status | Published - 2012 |
Event | 10th Open Innovation and User Innovation Workshop - Harvard Business School - Boston, United States Duration: 30.07.2012 → 01.08.2012 |
Conference
Conference | 10th Open Innovation and User Innovation Workshop - Harvard Business School |
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Country/Territory | United States |
City | Boston |
Period | 30.07.12 → 01.08.12 |