Video Games and Creativity

Nonfiction, Health & Well Being, Psychology, Social Psychology, Cognitive Psychology
Cover of the book Video Games and Creativity by Garo Green, James C. Kaufman, Elsevier Science
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Author: Garo Green, James C. Kaufman ISBN: 9780128017050
Publisher: Elsevier Science Publication: August 3, 2015
Imprint: Academic Press Language: English
Author: Garo Green, James C. Kaufman
ISBN: 9780128017050
Publisher: Elsevier Science
Publication: August 3, 2015
Imprint: Academic Press
Language: English

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
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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:

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.

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