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Video Games and Creativity
1st Edition - August 3, 2015
Editors: Garo Green, James C. Kaufman
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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… Read more
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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.
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
Researchers in cognitive psychology, social psychology, and educational psychology
Video Games and Creativity: An Introduction
Why Video Games and Creativity?
What’s Covered in This Book?
Is This Book for You?
About the Exploration in Creativity Research Series
I: Creativity and Video Game Play
Chapter 1: Video Games and Creativity
What Is Creativity?
Theories of Creativity
Measurement of Creativity
Approaches to the Measurement of Creativity
Measures of Creativity
What Are Video Games?
Video Game Industry Statistics
The Effects of Video Game Playing
Why Video Game Playing Should Increase Creativity
Chapter 2: The Impact of Video Game Play on Human (and Orc) Creativity
Play as a Creative Process
Video Games: Technologies Created for (Creative) Play
Video Games as Creative Tools: Empirical Results
Creativity from Digital Violence?
Chapter 3: Video Games and Malevolent Creativity: Does One Thing Lead to Another?
Part I—The Effects of Video Games
Part II—Fostering Malevolent Creativity in Video Games
Chapter 4: Problem Solving Through “Cheating” in Video Games
What Constitutes Cheating in the Context of Digital Games?
What Constitutes Creativity?
Evaluating the Creativity of Cheating Methods
Connections Between Cheating in Game Play and Problem Solving in School Settings
Chapter 5: Opportunities and Challenges in Assessing and Supporting Creativity in Video Games
Review of the Creativity and Games Literature
Creativity Assessment in Physics Playground
Chapter 6: Content, Collaboration, and Creativity in Virtual Worlds
II: Creativity and Video Games in Education
Chapter 7: Teaching Creativity: Theoretical Models and Applications
Not Your Everyday Games
A Model for Learning Processes in Games
Games and Flow
Game Elements for Creativity: Applied Examples
Chapter 8: Teachers Designing Learning Games: Impact on Creativity
Creativity: Dominant Perspectives, Theories, and Models
Creativity in Educational Contexts
GBL as an Approach to Foster Creative Pedagogies
A Model of Analysis of Teacher Creativity in Educational Game Design
Teachers as Game Designers
Discussion—The Design and Application of LGs by Teachers: Potential to Enhance Creative Pedagogies
Chapter 9: Cognitive Brain Training, Video Games, and Creativity
Cognitive Training and Creativity
Impact of Video Games on Information Processing
Chapter 10: Game Narrative, Interactive Fiction, and Storytelling: Creating a “Time for Telling” in the Classroom
Video Game Narratives as Interactive Fiction
The Various Levels of Narrative in Gaming
Storytelling, Cognition, and Learning
A Situated View of Creativity
The Situated Nature of Narrative and Education
Combining Narrative, Games, and Creativity
Making Narrative Work
III: Creativity and Video Game Development
Chapter 11: Creating Code Creatively: Automated Discovery of Game Mechanics Through Code Generation
Mechanic Miner—Generating Game Mechanics
Chapter 12: Patented Creativity: Reflecting on Video Game Patents
Game Mechanic Patents
Chapter 13: Tension and Opportunity: Creativity in the Video Gaming Medium
The Structural Tensions in Video Game Works
The Complexity of Creative Products
Artistic Media, Mixed Intentions, and Creative Problem Solving
Narrative and Interactivity
Creativity in the Video Gaming Medium
Chapter 14: Creative Interactivity: Customizing and Creating Game Content
Creative Interactivity: Customizing and Creating Game Content
Content Creation and Interactivity
Customizing Game Content
Modifying Game Content
No. of pages: 332
Published: August 3, 2015
Imprint: Academic Press
Hardback ISBN: 9780128014622
eBook ISBN: 9780128017050
Affiliations and expertise
Videogameresearch.com, Rancho Mirage, CA, USA
James C. Kaufman
James C. Kaufman, PhD, is a Professor of Educational Psychology at the Neag School of Education at the University of Connecticut. He is the author/editor of more than 30 books and 250 papers. Dr. Kaufman co-founded two APA journals (Psychology of Popular Media Culture and Psychology of Aesthetics, Creativity, and the Arts) and is a Past President of APA’s Division 10. He was won numerous awards, including the Torrance Award from the National Association for Gifted Children, the Berlyne and Farnsworth Awards from APA, and Mensa’s research award.
Affiliations and expertise
Neag School of Education, University of Connecticut, Storrs, CT, USA