Abstract
Development of prosocial skills in children in their middle childhood and the role of computer games is analyzed in our case study based on an entrepreneurial venture (School of Gaming, Oulu). This venture was launched almost at the same time as the COVID-19 pandemic hit the globe. It has operated successfully during COVID-19, not only in Finland but also has expanded to Indonesia in this limited time period. It created social value by offering the children a possibility to be with their friends during the lockdown as well as develop skills like empathy, sharing, and trust. The case study further revealed that affordable pricing, the use of professional gaming instructors and adaptation played an important role in organizational success during this tough time period.
| Original language | English |
|---|---|
| Pages (from-to) | 109-115 |
| Number of pages | 7 |
| Journal | Strategic Change |
| Volume | 30 |
| Issue number | 2 |
| DOIs | |
| State | Published - 1 Mar 2021 |
| Externally published | Yes |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
-
SDG 4 Quality Education
Keywords
- COVID-19
- Finland
- education
- entrepreneurship
- prosocial skills
- social value creation
ASJC Scopus subject areas
- General Business, Management and Accounting
- Finance
Fingerprint
Dive into the research topics of 'Prosocial skills development in children and social value creation during COVID-19'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver