Video Games and Creativity (Explorations in Creativity Research)

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9780128014622: Video Games and Creativity (Explorations in Creativity Research)

Creativity has been measured in a variety of ways in music, art, and increasingly in technology. The level of realism, high-resolution graphics, and interactivity in contemporary video games have become benchmarks for modern-day creativity. Creativity plays a critical role in the game development process, and also extends to the game play experience both for leisure and in educational applications. This book synthesizes current research on creativity as it relates to video games, both from the developer standpoint and user standpoint. Creatively designed games not only result in more user engagement, but increasingly can result in user interest in modifying code, extension of gameplay space outside the game, and creative user strategies for "cheating’ the game.

  • 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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Book Description Elsevier Science Publishing Co Inc, United States, 2015. Hardback. Book Condition: New. 229 x 152 mm. Language: English . Brand New Book. 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. Bookseller Inventory # AA59780128014622

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James C. Kaufman
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Book Description Elsevier Science Publishing Co Inc, United States, 2015. Hardback. Book Condition: New. 229 x 152 mm. Language: English . Brand New Book. 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. Bookseller Inventory # AA59780128014622

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Book Description Academic Press, 2015. Hardback. Book Condition: NEW. 9780128014622 This listing is a new book, a title currently in-print which we order directly and immediately from the publisher. Bookseller Inventory # HTANDREE0948472

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Book Description Book Condition: New. Publisher/Verlag: Academic Press | 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 gamesIncorporates creativity research on both game design and game playDiscusses physical design, game mechanics, coding, and moreInvestigates how video games may encourage creative problem solvingHighlights applications of video games for educational purposes | AcknowledgementsVideo Games and Creativity: An IntroductionPart 1: Creativity and Video Game PlayChapter 1 - Video Games and CreativityLinda A. Jackson and Alex I. GamesChapter 2 - The Impact of Video Game Play on Human (and Orc) CreativityNicholas D. Bowman, Rachel Kowert, and Christopher J. FergusonChapter 3 - Video Games and Malevolent Creativity: Does One Thing Lead to Another?David H. CropleyChapter 4 - Problem Solving Through "Cheating" in Video GamesKarla R. Hamlen and Fran C. BlumbergChapter 5 - Opportunities and Challenges in Assessing and Supporting Creativity in Video GamesYoon J. Kim and Valerie J. ShuteChapter 6 - Content, Collaboration and Creativity in Virtual WorldsThomas B. WardPart 2: Creativity and Video Games in EducationChapter 7 - Teaching Creativity: Theoretical Models and ApplicationsJorge A. Blanco-Herrera, Christopher L. Groves, Ann M. Lewis, & Douglas A. GentileChapter 8 - Teachers Designing Learning Games: Impact on CreativityFrederique Frossard, Anna Trifonova, and Mario BarajasChapter 9 - Cognitive Brain Training, Video Games, and CreativityOshin Vartanian and Erin L. BeattyChapter 10 - Game Narrative, Interactive Fiction, and Storytelling: Creating a "Time for Telling" in the ClassroomMichael F. Young, Stephen T. Slota, Roger Travis, and Beomykyu ChoiPart 3: Creativity and Video Game DevelopmentChapter 11 - Creating Code Creatively - Automated Discovery of Game Mechanics Through Code GenerationMichael CookChapter 12 - Patented Creativity: Reflecting on Videogame PatentsCasey O'DonnellChapter 13 - Tension and Opportunity: Creativity in the Video Gaming MediumGrant TavinorChapter 14 - Creative Interactivity: Customizing and Creating Game ContentKatharina-Maria Behr, Richard Huskey, and Rene Weber | Format: Hardback | Language/Sprache: english | 700 gr | 235x158x21 mm | 332 pp. Bookseller Inventory # K9780128014622

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Book Description Elsevier Science Publishing Co Inc, 2015. HRD. Book Condition: New. New Book. Shipped from US within 10 to 14 business days. Established seller since 2000. Bookseller Inventory # IB-9780128014622

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