The Avaritia: Entrepreneurship Practice to Understand the Problem of Information Control through Gamification
Sungjin Park and
Sangkyun Kim ()
Additional contact information
Sungjin Park: Graduate School of Business, Kyung Hee University, Seoul 02447, Republic of Korea
Sangkyun Kim: Graduate School of Business, Kyung Hee University, Seoul 02447, Republic of Korea
Sustainability, 2023, vol. 15, issue 8, 1-14
Abstract:
Information control creates inequality in society, and thus, widens the wealth gap. This study aimed to develop entrepreneurship education gamification to understand problems of information control and developed a gamification called “The Avaritia”. To verify the effectiveness of the game, pre/post-questionnaire responses were verified. The results indicate that The Avaritia helped us understand the social problems of information control and had a positive effect on the cognitive change of learners. The results of this study suggest the need for entrepreneurship education using gamification and emphasize the importance of social entrepreneurship.
Keywords: gamification; social problem; sustainable learning; gamified learning; gamification in learning (search for similar items in EconPapers)
JEL-codes: O13 Q Q0 Q2 Q3 Q5 Q56 (search for similar items in EconPapers)
Date: 2023
References: View references in EconPapers View complete reference list from CitEc
Citations:
Downloads: (external link)
https://www.mdpi.com/2071-1050/15/8/6738/pdf (application/pdf)
https://www.mdpi.com/2071-1050/15/8/6738/ (text/html)
Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.
Export reference: BibTeX
RIS (EndNote, ProCite, RefMan)
HTML/Text
Persistent link: https://EconPapers.repec.org/RePEc:gam:jsusta:v:15:y:2023:i:8:p:6738-:d:1125218
Access Statistics for this article
Sustainability is currently edited by Ms. Alexandra Wu
More articles in Sustainability from MDPI
Bibliographic data for series maintained by MDPI Indexing Manager ().