STORM: CREATIVITY INCITEMENT BUSINESS GAME
Games; group creativity; learning; Systematic literature review
Creativity has been extensively studied by researchers from different fields of knowledge since the 1950s, same period when business games began to be used for educational purposes. However, the relation between the two themes has yet to be more studied, although there are several possibilities of correlation between them. Business games have become efficient and effective means of empowering people in organizations and teaching in schools, while creativity has come to be perceived as part of the innovation process and therefore important for all segments. 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. The theoretical research contemplated a traditional literature review and a systematic literature review (SLR) of 64 articles hosted on the Scopus and Web of Science platforms regarding the business game theme, published between the years of 1970 and 2016. The action research contemplated six applications with 73 people, allocated at a university and a creative industry company, and the data were collected between August and November 2017. As results this research presented a conceptual model with the elements of a business game and a business game for the creative stimulation of its participants - STORM, with acceptance rate of 97.5% among the players.