BUSINESS GAMES AS STIMULATION TOOL TOWARDS CREATIVITY
Ludic elements; creativity collective; learning; Systematic bibliographic review.
Creativity has been studied by researchers from different areas of knowledge, prevailing in the areas of psychology and education. In the administration area, studies address the creativity from the organizational perspective, specifically about the factors that inhibit or facilitate creative potential in people. On the other hand, business games have become efficient and effective means of empowering people in organizations. The goal of this research is to develop a game that stimulates the creativity of its participants. For this the research method is characterized as descriptive with a qualitative-quantitative approach. Theoretical research contemplated a traditional literature review and a systematic bibliographic review (RBS) of 64 articles hosted on the Scopus and Web of Science platforms in the business and engineering areas, published between the years 1970 and 2016. Field research contemplates the realization of a case study in companies of the creative industry and traditional industry. As an expected result this research intends to present the description of the business game as a tool for the collective creative development of its participants.