“…Because methods and tools are deeply contingent to the context of their application and are empirically based rather than theoretically driven, case studies focusing on the specific creativity practices are necessary to explore the complexity of the processes in place. Thus, through case studies, researchers have explored the use of serious games (Agogué, Levillain, & Hooge, 2015), software design (Arrighi, Le Masson, & Weil, 2015), and manual modeling (Schulz, Geithner, Woelfel, & Krzywinski, 2015) of digital tools (Franklin, Searle, Stoyanova, & Townley, 2013 to cite a few very recent published works in 2015).…”