BUSINESS GAME AS A COMPLEX INTERACTIVE TECHNOLOGY

Authors

  • Tojimov Qodir Qudrat o’g’li

Keywords:

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

Abstract

Abstract
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.

Published

2022-12-12

How to Cite

Tojimov Qodir Qudrat o’g’li. (2022). BUSINESS GAME AS A COMPLEX INTERACTIVE TECHNOLOGY . Journal of New Century Innovations, 18(5), 226–232. Retrieved from https://newjournal.org/new/article/view/1453