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checklist to analyze each of the games. The items are structured into the categories
identified as the key components of moment-to-moment gameplay. The three
categories - identify goals, perform meaningful action and interpret outcome - map to
a model of interaction that is based on cognitive processing. This model provides an
important link between specific elements of games and creative problem solving
activity. Fig. 1 provides an overview of the Creative Potential Game Design Model
that links all of these concepts. To understand the interrelationship between gameplay
and creative potential we have interpreted the results of the two studies that have been
undertaken.
Fig. 1. Creative Potential Game Design Model
3.1
Analysis of the Play Experience
Our research has identified the extent to which each of the facilitating components of
creative potential are present in each of puzzle games examined (Fig. 2). Results
demonstrated that Portal 2 was best able to provide the task motivation and domain
relevant skills necessary to engage in creative activity. Braid was the worst performer
in both of these areas. Conversely, Braid was best able to provide the creativity
relevant skills identified as important in creative processes and Portal 2 was least able
to facilitate these skills. I-Fluid sat between Portal 2 and Braid for facilitating all three
components.
Our more detailed analysis indicated that while the games were similar in many
respects in relation to their ability to facilitate creative activity, there were areas
where differences were evident (Fig. 3). Portal 2 was able to support task motivation
through providing a greater number of tools to solve problems, offering more
opportunities for players to use and freely manipulate a range of objects and providing
options for players to playfully explore the world in their own time. Players had the
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