Product: Management and Development
Product: Management and Development
Original Article

Business games and creativity: a bibliometric study and research themes

Marcela Silva Cavalcanti Rosa, Mariana Rodrigues de Almeida, Mario Orestes Aguirre González

Downloads: 0
Views: 1124


This paper presents a bibliometric study of the relationship between business games and creativity and points out gaps in the proposal of research topics. For this, we performed a detailed analysis of 64 articles obtained through a systematic review of the literature, gathered from the Scopus and Web of Science platforms in the areas of business and engineering, published between 1970 and 2016. The data was analyzed by descriptive statistical analysis with the support of the affinity matrix. The results identify: 1) the main research method in this theme is the case study with a qualitative approach; 2) the United States, Canada and China are the countries that publish the most; 3) there has been an increase in publications on this topic in recent years; 4) the main sector for application of studies on this theme is the educational one, followed by the business sector; and 5) considering both creativity and business games, exploratory studies are predominant. For future research it is recommended: 1) to analyze the influence of creativity principles in business games; 2) research what are the constituent elements of a business game; 3) investigate how a game can stimulate or mediate the creative process of its participants.


bibliometric study, business game, collective creativity, systematic literature review


ADRIAN, A. Borrowing experience: ASX share market game. International Journal of Innovation and Learning, v. 16, n. 1, p. 81, 2014.

AGOGUÉ, M.; LEVILLAIN, K.; HOOGE, S. Gamification of creativity: exploring the usefulness of serious games for ideation. Creativity and Innovation Management, v. 24, n. 3, p. 415-429, 2015.

AHAMER, G.; SCHREI, C. Exercise ‘technology assessment’ through a gaming procedure. Journal of Desert Research, v. 5, n. 2, p. 224-252, 2006.

AMABILE, T. The social psychology of creativity: a componential conceptualization. Journal of Personality and Social Psychology, v. 45, n. 2, p. 357-376, 1983.

AMABILE, T. A model of creativity and innovation in organizations. Research in Organizational Behavior, v. 10, p. 123-167, 1988.

BEUK, F. Sales simulation games: student and instructor perceptions. Journal of Marketing Education, v. 38, n. 3, p. 1-13, 2015.

BOGERS, M.; SPROEDT, H. Playful collaboration (or not): using a game to grasp the social dynamics of open innovation in innovation and business education. Journal of Teaching in International Business, v. 23, n. 2, p. 75-97, 2012.

BOS, N.; SHAMI, N.; NAAB, S. A globalization simulation to teach corporate social responsibility: design features and analysis of student reasoning. Simulation & Gaming, v. 37, n. 1, p. 56-72, 2006.

BOTS, P.; HOFSTEDE, G. The TAKEOVER TRIO. Simulation & Gaming, v. 35, n. 4, p. 505-516, 2004.

BRESSLER, D.; BODZIN, A. Investigating flow experience and scientific practices during a mobile serious educational game. Journal of Science Education and Technology, v. 25, n. 5, p. 795-805, 2016.

BURNS, W. The innovation game: how to better find it, embrace it and transform it into explosive growth. Hitachi Review, v. 64, n. 10, p. 681, 2016.

CESCHI, A.; DOROFEEVA, K.; SARTORI, R. Studying teamwork and team climate by using a business. European Journal of Training and Development, v. 38, n. 3, p. 211-230, 2014.

CHUANG, T.; LIU, E.; SHIU, W. Game-based creativity assessment system: the application of fuzzy theory. Multimedia Tools and Applications, v. 74, p. 9141-9155, 2014.

COOK, D.; MULROW, C.; HAYNES, R. Systematic reviews: synthesis of best evidence for clinical decisions. Annals of Internal Medicine, v. 126, n. 5, p. 376-380, 1997.

CORREDOR, J.; GAYDOS, M.; SQUIRE, K. Seeing change in time: video games to teach about temporal change in scientific phenomena. Journal of Science Education and Technology, v. 23, n. 3, p. 324-343, 2014.

DEMO, P. Pesquisa e construção do conhecimento: metodologia científica no caminho de Habermas. Rio de Janeiro: Tempo Brasileiro, 1994.

DETERDING, S. et al. From game design elements to gamefulness: defining gamification. In: INTERNATIONAL ACADEMIC MINDTREK CONFERENCE: ENVISIONING FUTURE MEDIA ENVIRONMENTS, 15., 2011, Tampere, Finland. Proceedings... New York: ACM, 2011. p. 9-15.

DICHEVA, D. et al. Gamification in education: a systematic mapping study. Journal of Educational Technology & Society, v. 18, n. 3, p. 75-88, 2015.

EVAIN, C.; DE MARCO, C. Reading with a difference: eZoomBook and MyGame-4. Publishing Research Quarterly, v. 30, p. 50-62, 2014.

FARIA, A. J. Business simulation games: current usage levels. An update. Simulation & Gaming, v. 29, n. 3, p. 295-308, 1998.

FRITZSCHE, D. The impact of microcomputers on business educational simulations. Simulation & Games, v. 18, n. 2, p. 176-191, 1987.

FUMAROLA, M.; VAN STAALDUINEN, J.-P.; VERBRAECK, A. A ten-step design method for simulation games in logistics management. Journal of Computing and Information Science in Engineering, v. 12, p. 011006-1-011006-6, 2012.

GEITHNER, S.; MENZEL, D. Effectiveness of learning through experience and reflection in a project management simulation. Simulation & Gaming, v. 47, n. 2, p. 228-256, 2016.

GUDIKSEN, S. Business model design games: rules and procedures to challenge assumptions and elicit surprises. Creativity and Innovation Management, v. 24, n. 2, p. 307-322, 2015.

HAECKEL, S. About the nature and future of interactive marketing. Journal of Interactive Marketing, v. 12, n. 1, p. 63-71, 1998.<63::AID-DIR8>3.0.CO;2-C.

HARGADON, A.; SUTTON, R. I. Technology brokering and innovation in a product development firm. Administrative Science Quarterly, v. 42, n. 4, p. 716-749, 1997.

HARRIS, P. See how they learn. [S.l.: s.n.], 2008.

HEMZO, M.; LEPSCH, S. Jogos de empresas com foco em marketing estratégico: uma análise factorial da percepção dos participantes. Revista Brasileira de Gestão de Negócios, v. 8, n. 20, p. 2-33, 2006.

HESMER, A. et al. Supporting the ideation processes by a collaborative online based toolset. International Journal of Technology Management, v. 55, n. 3-4, p. 218-225, 2011.

HOUSE, P. The simulated city: the use of second generation gaming in studying the urban system. Socio-Economic Planning Sciences, v. 4, n. 1, p. 97-106, 1970.

IHAMÄKI, P. GameFlow experience model: undersanding player enjoyment in pervasive adventure geocaching game. International Journal of Wireless and Mobile Computing, v. 7, n. 6, p. 536-548, 2014.

JALAN, A.; KLEINER, B. H. New developments in developing creativity. Journal of Managerial Psychology, v. 10, n. 8, p. 20-23, 1995.

JIANMEI, Y. An approach applying SSM to problem situations of interests conflicts: Interests-coordination SSM. Systems Research and Behavioral Science, v. 27, n. 2, p. 171-189, 2010.

JOHNS, R.; SHAW, J. Real-time immersive design collaboration: conceptualizing, prototyping and experiencing design ideas. Journal of Desert Research, v. 5, n. 2, p. 172-187, 2006.

JONES, C. Enterprise education: the frustration of a pure contest. Education + Training, v. 49, n. 8-9, p. 596-605, 2007.

JONES, G. R. Organizational theory. 4th ed. EUA: Prentice Hall, 2002.

KARIME, A. et al. RFID-based interactive multimídia system for the children. Multimedia Tools and Applications, v. 59, n. 3, p. 749-774, 2012.

KERGA, E. et al. Lean product development: serious game and evaluation of the learning outcomes. In: EMMANOUILIDIS, C.; TAISCH, M.; KIRITSIS, D. (Eds.). Advances in production management systems: competitive manufacturing for innovative products and services. Heidelberg: Springer, 2013. p. 590-597.

KERGA, E. et al. Teaching set-based concurrent engineering to practitioners through gaming. International Journal of Product Development, v. 19, n. 5/6, p. 348-365, 2014.

KESLACY, E. Fun and games: the suppression of architectural authoriality and the rise of the reader. Footprint, v. 17, p. 101-124, 2015.

KEYS, B.; WOLFE, J. The role of management games and simulations in education and research. Journal of Management, v. 16, n. 2, p. 307-336, 1990.

KIM, J.; CHUNG, K.; KANG, M. Continuous gesture recognition using HLAC and low-dimensional space. Wireless Personal Communications, v. 86, p. 255-270, 2015.

KNEZ, M.; CAMERER, C. Creating EXPECTATIONAL assets in the laboratory: coordination in ‘weakest-link’ games. Strategic Management Journal, v. 15, n. S1, p. 101-119, 1994.

KNOTTS JUNIOR, U. S.; KEYS, J. B. Teaching strategic management with a business game. Simulation & Gaming, v. 28, n. 4, p. 377-394, 1997.

KOSTOMAJ, M.; BOH, B. Design and evaluation of user’s physical experience in an ambient interactive storybook and full body interaction games. Multimedia Tools and Applications, v. 54, n. 2, p. 499-525, 2010.

KOTLER, P. Marketing para o século XXI: como criar, conquistar e dominar o mercado. São Paulo: Ediouro, 2009.

KUTBIDDINOVA, R.; EROMASOVA, A.; ROMANOVA, M. The use of interactive methods in the educational processo f higher education institution. International Journal of Environmental and Science Education, v. 11, n. 14, p. 6557-6572, 2016.

LAI, A. S. Y.; LEUNG, C. L. Ubiquitous bluetooth mobile based remote controller for home entertainment centre. In: PARK, D. S. et al. (Eds.). Advances in computer science and ubiquitous computing. Singapore: Springer, 2015. (Lecture Notes in Electrical Engineering, 373).

LAMB, R. Examination of the effects of dimensionality on cognitive processing in science: a computational modeling experiment comparing online laboratory simulations and serious educational games. Journal of Science Education and Technology, v. 25, n. 1, p. 1-15, 2016.

LAU, K. W. A study of student’s learning experiences in creativity training in design education: an empirical research in virtual reality. Journal of Desert Research, v. 10, n. 3, p. 170-188, 2012.

LEE, C.-W. Influential factors of player’s loyalty toward online games for achieving commercial success. Australasian Marketing Journal, v. 18, n. 2, p. 81-92, 2010.

LEOPOLDINO, K.; GONZÁLEZ, M.; MARQUES JUNIOR, J. Factors that contribute to collective creativity development in organizations. In: NORDDESIGN 2016: BIANNUAL CONFERENCE ON DESIGN AND DEVELOPMENT, 2016, Trondheim, Norway. Proceedings… Bristol: The Design Society, 2016. p. 237-247.

LOPES, P. C. Formação de administradores: uma abordagem estrutural e técnico-didática. 2001. 210 f. Tese (Doutorado)-Universidade Federal de Santa Catarina, Florianópolis, 2001.

MARCO, J.; CEREZO, E.; BALDASSARRI, S. Lowering the threshold and raising the ceiling of tangible expressiveness in hybrid board-games. Multimedia Tools and Applications, v. 75, n. 1, p. 425-463, 2016.

MARINHO, E. et al. Relationship between creativity and product innovation: a literature review. Product: Management & Development, v. 14, n. 1, p. 32-37, 2016.

MARKIDES, C.; ANDERSON, J. Creativity is not enough: ICT-enabled strategic innovation. European Journal of Innovation Management, v. 9, n. 2, p. 129-148, 2006.

MCWILLIAM, E.; DAWSON, Z. S. Teaching for creativity: towards sustainable and replicable pedagogical practice. Higher Education, v. 56, n. 6, p. 633-643, 2008.

MIHAI-YIANNAKI, S.; SAVVIDES, S. Creativity in business schools: post financial crisis implications. The International Journal of Organizational Analysis, v. 20, n. 2, p. 187-202, 2012.

MILLER, R.; OLLEROS, X.; MOLINIÉ, L. Innovation games: a new approach to the competitive challenge. Long Range Planning, v. 41, n. 4, p. 378-394, 2008.

MILLER, W. C. The creative edge: fostering innovation where you work. Reading: Addison-Wesley, 1987.

MILLER, W. C. Flash of brilliance: inspiring creativity where you work. Reading: Perseus, 1999.

MINGERS, J.; LEYDESDORFF, L. Identifying research fields within business and management: a journal cross-citation analysis. The Journal of the Operational Research Society, v. 66, n. 8, p. 1370-1384, 2015.

MININA, V.; NIKITINA, I. Intellectual competition as technology for professional training of Managers. Journal of Management Development, v. 31, n. 3, p. 263-274, 2012.

NAKAMURA, J.; OHSAWA, Y.; NISHIO, H. An analogy game: toward cognitive upheaval through reflection-in-action. International Journal of Advanced Intelligence Paradigms, v. 2, n. 2, p. 1-12, 2010.

NISHINO, N. Co-creative value manufacturing: a methodology for treating interaction and value amongst artefacts and humans in society. Nanotechnology Perceptions, v. 9, n. 1, p. 6-15, 2013.

NONAKA, I. The knowledge-creating company. Harvard Business Review, v. 69, p. 96-104, 1991.

NONAKA, I.; TAKEUCHI, H. The knowledge-creating company: how japanese companies create the dynamics of innovation. Oxford: Oxford University Press, 1995.

OZKAN-CANBOLAT, E.; BERAHA, A. Evolutionary knowledge games in social networks. Journal of Business Research, v. 69, n. 5, p. 1807-1811, 2016.

PAI, M. et al. Systematic reviews and meta-analyses: an illustrated step-by-step guide. The National Medical Journal of India, v. 17, n. 2, p. 86-95, 2004.

RIVERA, J.; DOMENICO, S.; SAUAIA, A. Influência da dissimilaridade de valores individuais no resultado de times de alta gerência: um estudo em laboratório de gestão. Revista Brasileira de Gestão de Negócios, v. 16, n. 50, p. 60-74, 2014.

ROBSON, K. et al. Is it all a game? Understanding the principles of gamification. Business Horizons, v. 58, n. 4, p. 411-420, 2015.

ROQUILLY, C. Control over virtual worlds by game companies: issues and recommendations. Management Information Systems Quarterly, v. 35, n. 3, p. 653-671, 2011.

ROSA, M. et al. Business game and its relationship with creativity: a systematic literature review. In: INTERNATIONAL CONFERENCE ON ENGINEERING DESIGN (ICED 17), 21., 2017, Vancouver, Canada. Proceedings... Vancouver: ICED 17, 2017. p. 409-418. (Human Behaviour in Design, 8).

ROSSITER, M. State-based management. International Journal of Service Industry Management, v. 14, n. 4, p. 458-470, 2003.

ROTHWELL, R. Successful Industrial Innovation: critical factors for the 1990s. R&D Management, v. 22, n. 3, p. 221-240, 1992.

ROWETON, W. Enhancing individual creativity in American business and education. The Journal of Creative Behavior, v. 23, n. 4, p. 248-257, 1989.

SALDANA, J. et al. Online FPS games: effect of router buffer and multiplexing techniques on subjective quality estimators. Multimedia Tools and Applications, v. 71, n. 3, p. 1823-1856, 2014.

SAVOLAINEN, T. Simulation games in CIM and the learning organization. Computers in Industry, v. 33, n. 2-3, p. 217-221, 1997.

SCHÖN, D. A. The reflective practitioner: how professionals think in action. New York: Basic Books, 1983.

SCHUMPETER, J. A. New Translations from Theorie der wirtschaftlichen Entwicklung. American Journal of Economics and Sociology, v. 61, n. 2, p. 405-437, 2002.

SCHWARTZ, R.; TEACH, R. The CONGRUENCE™ GAME: a team-building exercise for students of entrepreneurship. Simulation & Gaming, v. 33, n. 1, p. 94-108, 2002.

SCHWEIGER, D. M.; ANDERSON, C. R.; LOCKE, E. A. Complex decision making: a longitudinal study of process and performance. Organizational Behavior and Human Decision Processes, v. 36, n. 2, p. 245-272, 1985.

SEIDEL, S.; MÜLLER-WIENBERGEN, F.; ROSEMANN, M. Pockets of creativity in business processes. Communications of the Association for Information Systems, v. 27, p. 415-436, 2010.

SIGALA, M. The application and impact of gamification funware on trip planning and experiences: the chase of TripAdvisor’s funware. Electronic Markets, v. 25, n. 3, p. 189-209, 2015.

SISARICA, A. et al. Creativity support in a serious game for dementia care. In: ACM CONFERENCE ON CREATIVITY & COGNITION, 9., 2013, Sydney, Australia. Proceedings… New York: ACM, 2013. p. 349-352.

SOEIRO, F.; SANTOS, M.; ALVES, J. Network-based innovation: the case for mobile gaming and digital music. European Business Review, v. 28, n. 2, p. 155-175, 2016.

STORZ, C. Dynamics in innovation systems: evidence from Japan’s game software industry. Research Policy, v. 37, n. 9, p. 1480-1491, 2008.

SUSI, T.; JOHANNESSON, M.; BACKLUND, P. Serious games: an overview. Suécia: School of Humanities and Informatics, University of Skövde, 2007. Technical Report.

TANABE, M. Jogos de empresas. 1977. 117 f. Dissertação (Mestrado)-Faculdade de Economia, Administração e Contabilidade, Universidade de São Paulo, São Paulo, 1977.

VINICHENKO, M. et al. Modern views on the gamification of business. Journal of Internet Banking and Commerce, v. 21, n. 3, p. 1-13, 2016.

WALFISZ, M.; ZACKARIASSON, P.; WILSON, T. L. Real-Time strategy: evolutionary game development. Business Horizons, v. 49, n. 6, p. 487-498, 2006.

WEBSTER, J.; WATSON, R. T. Analyzing the past to prepare for the future: writing a literature review. Management Information Systems Quarterly, v. 26, n. 2, p. 13-23, 2002.

WODEHOUSE, A.; BRADLEY, D. Gaming techniques and the product development process: commonalities & cross-applications. Journal of Desert Research, v. 5, n. 2, p. 155-171, 2006.

WOLFE, J. The effects of game complexity on the acquisition of business policy knowledge. Decision Sciences, v. 9, n. 1, p. 143-155, 1978.

WRIGHT, A. It’s all about games: enterprise and entrepreneurialism in digital games. New Technology, Work and Employment, v. 30, n. 1, p. 32-46, 2015.

ZACKARIASSON, P.; WÅHLIN, N.; WILSON, T. Virtual identities and market segmentation in Marketing in and through Massively Multiplayer Online Games (MMOGs). Services Marketing Quarterly, v. 31, n. 3, p. 275-295, 2010.

ZACKARIASSON, P.; WALFISZ, M.; WILSON, T. L. Management of creativity in video game development. Services Marketing Quarterly, v. 27, n. 4, p. 73-97, 2006.

ZACKARIASSON, P.; WILSON, T. Paradigm shifts in the video game industry. Competitiveness Review, v. 20, n. 2, p. 139-151, 2010.

ZAVRŠNIK, J. et al. Sport education and society: bibliometric visualization of taxonomy. Journal of Physical Education and Sport, v. 16, n. 4, p. 1278-1286, 2016.

5d6d7a640e88256429b32233 pmd Articles
Links & Downloads


Share this page
Page Sections