Video Games and Creativity

Specificaties
Gebonden, blz. | Engels
Elsevier Science | e druk, 2015
ISBN13: 9780128014622
Rubricering
Elsevier Science e druk, 2015 9780128014622
Verwachte levertijd ongeveer 9 werkdagen

Samenvatting

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.

Specificaties

ISBN13:9780128014622
Taal:Engels
Bindwijze:Gebonden

Inhoudsopgave

<p>Acknowledgements </p> <p>Video Games and Creativity: An Introduction</p> <p>Part 1: Creativity and Video Game Play</p> <p>Chapter 1 - Video Games and Creativity</p> <p>Linda A. Jackson and Alex I. Games</p> <p>Chapter 2 - The Impact of Video Game Play on Human (and Orc) Creativity</p> <p>Nicholas D. Bowman, Rachel Kowert, and Christopher J. Ferguson</p> <p>Chapter 3 - Video Games and Malevolent Creativity: Does One Thing Lead to Another? </p> <p>David H. Cropley</p> <p>Chapter 4 - Problem Solving Through "Cheating" in Video Games</p> <p>Karla R. Hamlen and Fran C. Blumberg</p> <p>Chapter 5 - Opportunities and Challenges in Assessing and Supporting Creativity in Video Games</p> <p>Yoon J. Kim and Valerie J. Shute</p> <p>Chapter 6 - Content, Collaboration and Creativity in Virtual Worlds</p> <p>Thomas B. Ward</p> <p>Part 2: Creativity and Video Games in Education</p> <p>Chapter 7 - Teaching Creativity: Theoretical Models and Applications</p> <p>Jorge A. Blanco-Herrera, Christopher L. Groves, Ann M. Lewis, & Douglas A. Gentile</p> <p>Chapter 8 - Teachers Designing Learning Games: Impact on Creativity</p> <p>Frederique Frossard, Anna Trifonova, and Mario Barajas</p> <p>Chapter 9 - Cognitive Brain Training, Video Games, and Creativity</p> <p>Oshin Vartanian and Erin L. Beatty</p> <p>Chapter 10 - Game Narrative, Interactive Fiction, and Storytelling: Creating a "Time for Telling" in the Classroom</p> <p>Michael F. Young, Stephen T. Slota, Roger Travis, and Beomykyu Choi</p> <p>Part 3: Creativity and Video Game Development</p> <p>Chapter 11 - Creating Code Creatively - Automated Discovery of Game Mechanics Through Code Generation</p> <p>Michael Cook</p> <p>Chapter 12 - Patented Creativity: Reflecting on Videogame Patents</p> <p>Casey O’Donnell</p> <p>Chapter 13 - Tension and Opportunity: Creativity in the Video Gaming Medium</p> <p>Grant Tavinor</p> <p>Chapter 14 - Creative Interactivity: Customizing and Creating Game Content</p> <p>Katharina-Maria Behr, Richard Huskey, and Rene Weber</p>

Rubrieken

    Personen

      Trefwoorden

        Video Games and Creativity