Who Killed Creativity? How Can We Get Creativity Back?

CSI Game Board


The ‘Who Killed Creativity?’  WKC board game is primarily a powerful diagnostic tool that can be used to understand the climate of creative thinking and innovation. The game style nature is not only a “creative” method,  but also deeply effective, as it allows for important discussion, ideas and insights on the topic in a safe environment. The result is an honest and clear picture of the current state of the individual, teams and the organisation culture.

The ‘Who Killed Creativity?’ (WKC) Game provides an engaging interactive context for exploring creative thinking and innovation. Themed as a murder crime scene investigation, through the game participants are encouraged to identify WHAT is responsible for blocking creative thinking, and HOW & WHERE it has been stifled in organizations. They are then shown how to rebuild a culture of innovation through 7 practical ‘rescue strategies’. The game board provided gives profile information about the key ‘creativity killer suspects’ and shows potential  locations around the organization, and through dealing with game cards participants are given the opportunity to consider clues and decide what they think the greatest blockers and best rescue strategies are.

Was it X.S. Stress in the executive’s office with ‘crushing coercion’? Or was it Beau Rock-Racy in the accountant’s office with ‘noxious negativity?

 

GAMIFICATION Theory- learning through the power of games.

Gamification is a business strategy which applies game design techniques to non-game experiences to drive user behavior. According to  a recent Gartner Research Report it is estimated that by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes. Gamification typically involves applying game design thinking to non-game applications to make them more fun and engaging. Gamification has been called one of the most important trends in technology by several industry experts. Gamification can potentially be applied to any industry and almost anything to create fun and engaging experiences, converting users into players. (http://gamification.org/wiki/Gamification

 

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