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ABSTRACTThis paper advocates the use of computer-based serious games as a form of creativity support tool. Whilst the use of serious games has grown considerably in recent years, support for players to think creatively is often implicit in the game, and does not exploit the wide range of creativity techniques and software tools available. This paper makes the case for explicit creativity support in serious games, explores how implicit creativity support can be delivered in game play, and extends one reported model of serious game play with activities in which players deploy different forms of supported creative thinking. The model is then applied to inform 2 versions of a serious game developed to train carers in creativity techniques to deliver more personcentered care to people with dementia. Each version of the game was delivered as a prototype to support playtesting of the game and its effect on carer training.
This is the unspecified version of the paper.This version of the publication may differ from the final published version. Abstract. We consider the integration of creative approaches to problem solving into pervasive games is a natural extension of play for creative thinkingone that can innovatively drive technology-led changes to the facilitation of creative thinking and pose a new genre in serious gaming for learning. This paper presents an initial proposal of a new model of creative game-base learning (CGBL), which emerged through mapping of established characteristics of climates that encourage creativity and innovation to characteristics of effective serious games.
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