Information Technology Reference
In-Depth Information
these games. We have used data to better understand how in-game activities influence
a player's engagement in creative activity. We have developed preliminary guidelines
that consider the specific ways we can align game goals and challenges, actions and
interactivity and interpretation/feedback mechanisms to support creative problem
solving processes. Future work will investigate the applicability of the Creative
Potential Game Design Model across different game genres. Furthermore, the
guidelines produced will be applied and evaluated in the development of a game to
support creative activity.
Acknowledgments. The authors would like to thank Games Research and Interaction
Design Lab team, Queensland University of Technology for their support and
cooperation during this study.
References
1. Adams, E.: Fundamentals of Game Design. Pearson Education (2013)
2. Amabile, T.M.: Creativity in Context. Westview Press Inc., Boulder (1996)
3. Brown, R.T.: Creativity. In: Handbook of Creativity, pp. 3-32. Springer (1989)
4. Catala, A., et al.: Exploring tabletops as an effective tool to foster creativity traits. In:
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied
Interaction. ACM (2012)
5. Clark, C.M., Veldman, D.J., Thorpe, J.S.: Convergent and divergent thinking abilities of
talented adolescents. Journal of Educational Psychology 56(3), 157 (1965)
6. Inchamnan, W., Wyeth, P., Johnson, D., Conroy, D.: A method for measuring the creative
potential of computer games. In: Herrlich, M., Malaka, R., Masuch, M. (eds.) ICEC 2012.
LNCS, vol. 7522, pp. 270-283. Springer, Heidelberg (2012)
7. Inchamnan, W., Wyeth, P., Johnson, D.: Behavioural Creative Components Analysis of
Puzzle Gameplay. In: Proceeding of the 5th International IEEE Games Innovation
Conference, IGIC 2013, Vancouver, British Columbia, Canada, September 23-25 (2013)
8. Inchamnan, W., Wyeth, P.: Motivation during videogame play: Analysing player
experience in terms of cognitive action. In: Proceedings of The 9th Australasian
Conference on Interactive Entertainment: Matters of Life and Death. ACM (2013)
9. Kaufman, J.C., Kaufman, S.B., Lichtenberger, E.O.: Finding creative potential on
intelligence tests via divergent production. Canadian Journal of School Psychology 26(2),
83-106 (2011)
10. Norman, D.A., Draper, S.W.: User centered system design; new perspectives on human-
computer interaction. L. Erlbaum Associates Inc. (1986)
11. Paras, B., Bizzocchi, J.: Game, motivation, and effective learning: An integrated model for
educational game design (2005)
12. Ruscio, J., Whitney, D.M., Amabile, T.M.: Looking inside the fishbowl of creativity:
Verbal and behavioral predictors of creative performance. Creativity Research
Journal 11(3), 243-263 (1998)
13. Santanen, E.L., Briggs, R.O., de Devreede, G.-J.: Toward an understanding of creative
solution generation. In: Proceedings of the 35th Annual Hawaii International Conference
on System Sciences, HICSS 2002. IEEE (2002)
14. Spearman, C.: Creative Mind (1930)
15. Sweetser, P., Johnson, D.: Player-centered game environments: Assessing player opinions,
experiences, and issues. In: Rauterberg, M. (ed.) ICEC 2004. LNCS, vol. 3166, pp. 321-
332. Springer, Heidelberg (2004)
 
Search WWH ::




Custom Search