The popularity of digital games is increasing with a global market value of RM197.6 billion. However, the game produced locally still has no impact. One reason is that there is no emphasis on the game design process in the game development education program. Games designed have a problem in terms of creativity, and there is still no specific method of training creative thinking. This study aims to identify and validate game design's creativity components and develop a Creativity Training Model for Game Design (LK2RBPD Model) verified through the Game Design Document Tool (GDD Tool) prototype. This research has four main phases: the requirements planning, design, development, implementation, and testing phases. In the requirements analysis phase, the component of LK2RBPD Model was identified. The LK2RBPD Model contains elements from industry practices of game designing, creative and innovative thinking skills, creativity dimensions, Sternberg Creativity, and Cultural Activity theories. The GDD Tool prototype implementing the model was developed and tested. The LK2RBPD Model was evaluated using questionnaire survey, SWOT (Strengths, Weaknesses, Opportunities, and Threats) analysis, and verification of ideas in the GDD Tool prototype. Evaluation using a five-point Likert scale shows that GDD Tool prototype is effective in implementing 19 components. Expert verification on the results of game design ideas and creativity building using Cohen Kappa calculations is 0.94, indicating an excellent agreement. The results show that the LK2RBPD Model can be effectively used to train creativity in game design. This research's contributions are LK2RBPD Model, creative game design ideation process guideline, and GDD Tool prototype design.
Current technological advances have replaced traditional games with digital games, which indicate the rapid expansion of digital or video games. Creativity and innovation are essential elements for designing successful games. However, many games produced in the market failed due to a lack of creativity. There is no specific method of training creativity for game courses taught at higher learning institutions. Game designers also have no specific tool to help them create innovative games. Therefore, a systematic approach to train creative game designing skills is needed. This study aimed to model the requirements for creativity training in game design. Specifically, the study's objectives are to identify creativity components for game design, develop a training model and validate it. The method used involved document analysis, interviews with game developers and game development educators, and the model's construction by mapping and validating the model using the expert review technique. Results found that intelligence, thinking style, motivation, personality, experience, game genre, environment, storyline, goals, rules, community, and task distribution are requirements for creative game design. These elements were mapped and categorized as the model components -the designer, knowledge, creativity training in the game design process, method, and technology support. The model validation result using the Inter-Rater Reliability (IRR) coefficient is 0.90 (90 %), indicating excellent reliability as approved by the experts. The creativity training model will be implemented either in software or conventional training modules for designing creative games.
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