Assessing the level of creativity in open socio-economic systems: the case of the video game industry

    Olha Bala Info
    Andriy Bosak Info
    Rostyslav Darmits Info
    Iryna Lytvyn Info
    Iryna Protsyk Info
DOI: https://doi.org/10.3846/cs.2026.21971

Abstract

The aim of the study is to develop and empirically validate an integrated mixed-methods toolkit that combines expert and quantitative indicators for the systematic measurement of creativity in the process of creating video games in open socio-economic systems in the context of the Ukraine. The object of the study is the systemic manifestation of creativity within the video game development process as an open socio-economic system under extraordinary conditions. The scientific objective of the study is to develop a theoretical basis for assessing creativity in the video game development industry and to formulate a methodology for a comprehensive assessment of creativity, including qualitative and quantitative methods, to ensure objectivity and reliability of the results. The research methodology includes the method of expert analysis, together with the Delphi method and the method of integral assessment. The researchers managed to produce results like a new methodological approach to assessing the level of creativity among workers in the video game development industry. Limitations of your study may include reliance on subjective judgment in the peer review and Delphi methods, which may affect the objectivity of the results. Future research prospects could include expanding the methodology to more companies to ensure greater representativeness and using automated tools to analyze creativity, which could help improve the objectivity of the assessments.

Keywords:

creativity, creative processes, innovative thinking, creative potential, video game development, creative industries, integral assessment, technological creativity

How to Cite

Bala, O., Bosak, A., Darmits, R., Lytvyn, I., & Protsyk, I. (2026). Assessing the level of creativity in open socio-economic systems: the case of the video game industry. Creativity Studies, 19(2), 418–428. https://doi.org/10.3846/cs.2026.21971

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August 21, 2026
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2026-08-21

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How to Cite

Bala, O., Bosak, A., Darmits, R., Lytvyn, I., & Protsyk, I. (2026). Assessing the level of creativity in open socio-economic systems: the case of the video game industry. Creativity Studies, 19(2), 418–428. https://doi.org/10.3846/cs.2026.21971

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