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The Power of Play: Fostering Creativity and Innovation in Libraries
8 references·8 citing·34 second hop
The Power of Play: Fostering Creativity and Innovation in Libraries (2009)The Power of Play: Fostering Creativity a…The Ambiguity of Play (2009)The Ambiguity of PlayPlay: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul (2009)Play: How It Shapes the Brain…Creativity in context (2009)Creativity in contextWikinomics: how mass collaboration changes everything (2007)Wikinomics: how mass collabor…Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (2006)Confronting the Challenges of…Serious play: how the world's best companies simulate to innovate (2000)Serious play: how the world's…How to kill creativity. (1998)How to kill creativity.Growing Up Digital: The Rise of the Net Generation (1997)Growing Up Digital: The Rise …The Power of Play in Libraries: Low Cost, High Impact Ideas (2025)The Power of Play in Librarie…We Play Every Day (2022)We Play Every DayBusiness and Leisure “Bleisure” in Organization: Antecedents and Outcomes (2019)Business and Leisure “Bleisur…Ascending Bloom’s Pyramid: Fostering Student Creativity and Innovation in Academic Library Spaces (2017)Ascending Bloom’s Pyramid: Fo…Reimaging Public Libraries as Learning Communities: What Library Stories Can Tell Us (2016)Reimaging Public Libraries as…The Role of Employee Engagement in Revitalizing Creativity and Innovation at the Workplace: A Survey of Selected Libraries in Meru County - Kenya (2014)The Role of Employee Engageme…The Potential for Using Gamification in Academic Libraries in Order to Increase Student Engagement and Achievement (2014)The Potential for Using Gamif…Innovation: the language of learning libraries (2010)Innovation: the language of l…LITERACY IN THE NEW MEDIA AGE (2003)Natural-Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence (2004)The Impact of Social Media on Children, Adolescents, and Families (2011)A comparative analysis of international frameworks for 21 st century competences: Implications for national curriculum policies (2012)Foundations of Game-Based Learning (2015)Homo Ludens: A Study of the Play-Element in Culture. (1951)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)PSYCHOLOGICAL CONDITIONS OF PERSONAL ENGAGEMENT AND DISENGAGEMENT AT WORK. (1990)Qualitative evaluation and research methods (1990)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Workplace Engagement of Librarians and Library Staff (2019)Linking key antecedents of hotel information management system adoption to innovative work behavior through attitudinal engagement (2021)Experimentation matters: unlocking the potential of new technologies for innovation (2004)Complexity Arrangements for Sustained Innovation: Lessons from 3M Corporation (2011)Origins of Serious Games (2011)The ‘digital natives’ debate: A critical review of the evidence (2008)Digital natives: Where is the evidence? (2009)Generational Differences in Work Values: Leisure and Extrinsic Values Increasing, Social and Intrinsic Values Decreasing (2010)Motivation, Knowledge Transfer, and Organizational Forms (2000)Why Isn't Creativity More Important to Educational Psychologists? Potentials, Pitfalls, and Future Directions in Creativity Research (2004)Social Yet Creative: The Role Of Social Relationships In Facilitating Individual Creativity (2006)Gamification in Tourism (2013)The Elements of Play: Toward a Philosophy and a Definition of Play. (2014)Accessing the Inaccessible: Redefining Play as a Spectrum (2018)Sport-Specific Practice and the Development of Expert Decision-Making in Team Ball Sports (2003)The Playing Learning Child: Towards a pedagogy of early childhood (2008)Leisure and Subjective Well-Being: A Model of Psychological Mechanisms as Mediating Factors (2013)Knowledge Collaboration in Online Communities (2011)Marketing meets Web 2.0, social media, and creative consumers: Implications for international marketing strategy (2012)From rapid prototyping to home fabrication: How 3D printing is changing business model innovation (2015)Inside the black box of regional development--human capital, the creative class and tolerance (2008)Fifty Years of Empirical Studies of Innovative Activity and Performance (2010)Creativity and tourism (2011)
this work references cited by second hop

References

  • 2007Wikinomics: how mass collaboration changes everything3,367 cited
  • 2006Confronting the Challenges of Participatory Culture: Media Education for the 21st Century3,173 cited
  • 1997Growing Up Digital: The Rise of the Net Generation2,745 cited
  • 2009Creativity in context2,435 cited
  • 1998How to kill creativity.2,004 cited
  • 2009The Ambiguity of Play1,313 cited
  • 2009Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul849 cited
  • 2000Serious play: how the world's best companies simulate to innovate606 cited

Cited by

  • 2014The Potential for Using Gamification in Academic Libraries in Order to Increase Student Engagement and Achievement50 cited
  • 2014The Role of Employee Engagement in Revitalizing Creativity and Innovation at the Workplace: A Survey of Selected Libraries in Meru County - Kenya43 cited
  • 2019Business and Leisure “Bleisure” in Organization: Antecedents and Outcomes9 cited
  • 2017Ascending Bloom’s Pyramid: Fostering Student Creativity and Innovation in Academic Library Spaces8 cited
  • 2016Reimaging Public Libraries as Learning Communities: What Library Stories Can Tell Us7 cited
  • 2010Innovation: the language of learning libraries5 cited

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2025
The Power of Play in Libraries: Low Cost, High Impact Ideas
1 cited
  • 2022We Play Every Day1 cited