"Without experimental studies designed to test specific features of video games that enhance creativity, the question of how video games might enhance creativity will remain unanswered." --PsycCRITIQUES
Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as:
Can video games be used to develop or enhance creativity?
Is there a place for video games in the classroom?
What types of creativity are needed to develop video games?
While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success.
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Acknowledgements
Video Games and Creativity: An Introduction
Part 1: Creativity and Video Game Play
Chapter 1 - Video Games and Creativity
Linda A. Jackson and Alex I. Games
Chapter 2 - The Impact of Video Game Play on Human (and Orc) Creativity
Nicholas D. Bowman, Rachel Kowert, and Christopher J. Ferguson
Chapter 3 - Video Games and Malevolent Creativity: Does One Thing Lead to Another?
David H. Cropley
Chapter 4 - Problem Solving Through "Cheating" in Video Games
Karla R. Hamlen and Fran C. Blumberg
Chapter 5 - Opportunities and Challenges in Assessing and Supporting Creativity in Video Games
Yoon J. Kim and Valerie J. Shute
Chapter 6 - Content, Collaboration and Creativity in Virtual Worlds
Thomas B. Ward
Part 2: Creativity and Video Games in Education
Chapter 7 - Teaching Creativity: Theoretical Models and Applications
Jorge A. Blanco-Herrera, Christopher L. Groves, Ann M. Lewis, & Douglas A. Gentile
Chapter 8 - Teachers Designing Learning Games: Impact on Creativity
Frederique Frossard, Anna Trifonova, and Mario Barajas
Chapter 9 - Cognitive Brain Training, Video Games, and Creativity
Oshin Vartanian and Erin L. Beatty
Chapter 10 - Game Narrative, Interactive Fiction, and Storytelling: Creating a "Time for Telling" in the Classroom
Michael F. Young, Stephen T. Slota, Roger Travis, and Beomykyu Choi
Part 3: Creativity and Video Game Development
Chapter 11 - Creating Code Creatively - Automated Discovery of Game Mechanics Through Code Generation
Michael Cook
Chapter 12 - Patented Creativity: Reflecting on Videogame Patents
Casey O’Donnell
Chapter 13 - Tension and Opportunity: Creativity in the Video Gaming Medium
Grant Tavinor
Chapter 14 - Creative Interactivity: Customizing and Creating Game Content
Katharina-Maria Behr, Richard Huskey, and Rene Weber
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Reviews what research on the development, play, and use of video games in education can tell us on the nature of creativity
Reviews what research on the development, play, and use of video games in education can tell us on the nature of creativity
Summarizes research relating to creativity and video games
Incorporates creativity research on both game design and game play
Discusses physical design, game mechanics, coding, and more
Investigates how video games may encourage creative problem solving
Highlights applications of video games for educational purposes
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Produktdetaljer
ISBN
9780128014622
Publisert
2015-09-01
Utgiver
Elsevier Science Publishing Co Inc
Vekt
700 gr
Høyde
229 mm
Bredde
152 mm
Aldersnivå
P, 06
Språk
Product language
Engelsk
Format
Product format
Innbundet
Antall sider
332