Location
Title Statement Video games and creativity
Publication, Distribution, etc. (Imprint) Elsevier, Amsterdam : cop. 2015
Elsevier : Academic Press, Amsterdam ; Boston ; Heidelberg ; London ; New York ; Oxford ; Paris ; San Diego ; San Francisco ; Singapore ; Sydney ; Tokyo : [2015]
℗♭2015.
Dewey Decimal Classification Number
SAB Classification Code
Physical Description xx, 309 pages illustrations 24 cm.
Series Statement
Series Added Entry - Uniform Title
Bibliography, etc. Note Includes bibliographical references and index.
Subject - Topical Term
ISBN
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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.
Contributors p. xiii Acknowledgments p. xv Video Games and Creativity: An Introduction p. xvii Creativity and Video Game Play Video Games and Creativity What Is Creativity? p. 4 Theories of Creativity p. 6 Measurement of Creativity p. 8 Approaches to the Measurement of Creativity p. 8 Measures of Creativity p. 10 What Are Video Games? p. 14 Video Game Industry Statistics p. 19 The Effects of Video Game Playing p. 19 Why Video Game Playing Should Increase Creativity p. 27 References p. 30 Media References p. 38 The Impact of Video Game Play on Human (and Orc) Creativity Creativity Defined p. 41 Play as a Creative Process p. 43 Video Games: Technologies Created for (Creative) Play p. 44 Video Games as Creative Tools: Empirical Results p. 47 Creativity from Digital Violence? p. 50 Future Research p. 53 Conclusion p. 55 References p. 56 Video Games and Malevolent Creativity: Does One Tiling Lead to Another? Introduction p. 62 The Effects of Video Games p. 63 Malevolent Creativity p. 63 Video Games Learning and Training p. 64 Video Games and Antisocial Behavior p. 65 Video Games and Creativity p. 66 Fostering Malevolent Creativity in Video Games p. 68 Training for Creativity p. 68 Designing a Video Game to Foster Malevolent Creativity p. 72 Conclusions p. 76 References p. 77 Problem Solving Through "Cheating" in Video Games What Constitutes Cheating in the Context of Digital Games? p. 85 What Constitutes Creativity? p. 87 Evaluating the Creativity of Cheating Methods p. 92 Connections Between Cheating in Game Play and Problem Solving in School Settings p. 93 Conclusions p. 94 References p. 95 Opportunities and Challenges in Assessing and Supporting Creativity in Video Games Introduction p. 100 Review of the Creativity and Games Literature p. 102 Creativity Assessment in Physics Playground p. 107 ECD Models p. 108 Discussion p. 113 Acknowledgments p. 114 References p. 114 Content, Collaboration, and. Creativity in Virtual Worlds Content p. 122 Conclusions p. 135 References p. 135 Creativity and Video Games in Education Teaching Creativity: Theoretical Models and Applications Nut Your Everyday Games p. 140 A Model for Learning Processes in Games p. 142 Games and Flow p. 145 Creativity p. 147 Game Elements for Creativity: Applied Examples p. 148 Conclusion p. 155 References p. 156 Teachers Designing Learning Games: Impact on Creativity Introduction p. 160 Creativity: Dominant Perspectives, Theories, and Models p. 161 Creativity in Educational Contexts p. 164 GBL as an Approach to Foster Creative Pedagogies p. 166 A Model of Analysis of Teacher Creativity in Educational Game Design p. 167 Research Approach p. 169 Teachers as Game Designers p. 171 Discussion-The Design and Application of LGs by Teachers: Potential to Enhance Creative Pedagogies p. 177 Conclusions p. 179 References p. 180 Cognitive Brain Training, Video Games, and Creativity Cognitive Training and Creativity p. 188 Impact of Video Games on Information Processing p. 191 Conclusions p. 194 References p. 195 Game Narrative, Interactive Fiction, and Storytelling: Creating a "Time for Telling" in the Classroom Video Game Narratives as Interactive Fiction p. 200 The Various Levels of Narrative in Gaming p. 202 Storytelling, Cognition, and Learning p. 206 A Situated View of Creativity p. 208 The Situated Nature of Narrative and Education p. 211 Combining Narrative, Games, and Creativity p. 215 Making Narrative Work p. 218 Conclusion p. 219 References p. 220 Creativity and Video Game Development Creating Code Creatively: Automated Discovery of Game Mechanics Through Code Generation Computational Creativity p. 227 Angelina p. 229 Mechanic Miner-Generating Game Mechanics p. 234 Mined Gems p. 241 Conclusions p. 243 References p. 244 Patented Creativity: Reflecting on Video Game Patents Introduction p. 247 Technology p. 248 Game Mechanic Patents p. 255 Conclusion p. 259 Notes p. 260 References p. 260 Tension and Opportunity: Creativity in the Video Gaming Medium The Structural Tensions in Video Game Works p. 263 The Complexity of Creative Products p. 267 Artistic Media, Mixed Intentions, and Creative Problem Solving p. 272 Narrative and Interactivity p. 277 Creativity in the Video Gaming Medium p. 282 References p. 283 Creative Interactivity: Customizing rind Creating Game Content Creative Interactivity: Customizing and Creating Game Content p. 285 Content Creation and Interactivity p. 287 Customizing Grime Content p. 289 Modifying Game Content p. 292 Conclusion p. 296 References p. 296 Index p. 301