This article emerged from the inaugural annual workshop of the Anthropocene Research Group in 2019-a joint initiative between the Schools of Geology and Business at the University of Leicester supported by Leicester Institute of Advance Studies (LIAS) and the School of Business. Discussing the management learning and education with colleagues from natural science and computer science allowed to initiate an interdisciplinary discussion.We would like to thank the reviewers for their time and efforts. Their critical and insightful contributions really supported the development of this article. We also thank the special issue guest editors, Robin Holt, Morten Sørensen Thaning, Mike Zunde, Boston Russ Vince and Bill Foster, who provided guidance and thought-provoking suggestions in the special issue workshop in Copenhagen. Finally, we would like to thank TEMA Institute at Linköping University for the lively debate on an earlier version of the paper.
This is a call to action. The time is ripe for a creative turn in computing. This article sets out a vision of what Creative Computing is and what it might become. It distinguishes between Creative Computing and computational creativity, and then lays out a theoretical framework. It proposes that Creative Computing is mainly happening in software. It compares the process of software development with the process of artistic creation and looks at ways in which the two might productively overlap or merge. It considers the levels of abstraction required in both and interrogates both their semantics and underlying principles from a philosophical and practical point of view. Finally, it sets three types of new challenges for Creative Computing in terms of software.
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