2019
DOI: 10.1177/1354856519880791
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Player conceptualizations of creativity in digital entertainment games

Abstract: Creativity has been widely studied across various disciplines such as psychology and education from a variety of perspectives and has been argued to provide a range of different benefits such as the development of transferrable skills. However, not much is known about how creativity is conceptualized within digital entertainment games from the perspective of the player. In addition to providing a scoping review of the field, this study aims to address current gaps in the literature by answering the research qu… Show more

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Cited by 10 publications
(4 citation statements)
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“…Research within this subtopic has explored the development of custom video games to be tested with students in the classroom (Hsiao et al, 2014) or the testing of students' creativity while playing popular video games like Minecraft (Blanco‐Herrera et al, 2019). Some research also investigates video games themselves as creative outputs (Hall et al, 2019). 12‐d Virtual Worlds .…”
Section: Resultsmentioning
confidence: 99%
“…Research within this subtopic has explored the development of custom video games to be tested with students in the classroom (Hsiao et al, 2014) or the testing of students' creativity while playing popular video games like Minecraft (Blanco‐Herrera et al, 2019). Some research also investigates video games themselves as creative outputs (Hall et al, 2019). 12‐d Virtual Worlds .…”
Section: Resultsmentioning
confidence: 99%
“…In Finland, for example, 98% of boys aged 10-14 and 89% of girls of the same age play digital games monthly (Official Statistics of Finland, 2019). Digital games have been studied from various perspectives, such as game design (Salen and Zimmerman, 2003), parenting (Steinkuehler, 2016), learning (Ames and Burrell, 2017;Granic et al, 2014), and creativity (Hall et al, 2019). The decades-long debate about the issue of whether digital games contribute to violent behavior is continuing, and according to Ferguson (2015), no consensus has emerged yet.…”
Section: Introductionmentioning
confidence: 99%
“…Applied to video games, we argue that when interactivity is maximal, players become "artists": They can play by their own rules (i.e., agency), tell their own stories (i.e., narrative), design their own forms of competition or cooperation (i.e., sociality), and create their own aesthetics. This creative form of gameplay has been linked in prior research to eudaimonic experiences such as reflection and meaningfulness (Hall et al, 2020).…”
Section: Continuum Of Video Game Interactivitymentioning
confidence: 99%