2019
DOI: 10.1080/10400419.2019.1594524
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Video Games can Increase Creativity, but with Caveats

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Cited by 55 publications
(29 citation statements)
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“…It collects research investigating the role of video games in enhancing the creativity of the players. 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).…”
Section: Resultsmentioning
confidence: 99%
“…It collects research investigating the role of video games in enhancing the creativity of the players. 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).…”
Section: Resultsmentioning
confidence: 99%
“…These findings support the argument that creativity is highly transferrable (Pellegrino and Hilton, 2012; Ritter and Mostert, 2017) and constitutes a variety of domain unspecific skills such as critical thinking and problem-solving (Carvalho et al, 2015;Mayer, 1989) and cognitive flexibility (Cropley, 1990;Reiter-Palmon et al, 1998). For example, the participant who mentions that games have helped him adapt to different traffic situations and seek alternative routes may lend support to the claim that digital games enhance cognitive flexibility (Blanco-Herrera et al, 2019;Moffat et al, 2017). The creative cognition perspective may shed light on how such creativity is transferred between domains, with participants citing they gained ideas and inspiration from the games they played.…”
Section: Discussionmentioning
confidence: 99%
“…Previous work on digital games has focused on creative aspects such as appropriating forms of play (Aarseth, 2007;Consalvo, 2009;Jarrett, 2014Jarrett, , 2016Sotamaa, 2007), social innovations (Ferguson, 2011;Wright et al, 2002), user-created content (UCC) (Burri, 2011), and affective aspects such as emotional challenge and reflection (Bopp et al, 2018;Mekler et al, 2018) as well as the effects of gameplay on creativity scores using quantitative measures (Blanco-Herrera et al, 2019;Moffat et al, 2017); however, creativity from the perspective of the player has yet to be granted full attention. Not all games are created equal in terms of their scope for creative behavior, and questions remain as to how players of different types of games conceptualize what it means to be creative.…”
Section: Introductionmentioning
confidence: 99%
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“…Dari kesekian pengaruh negatif yang dapat ditimbulkan karena bermain game, sebenarnya juga terdapat pengaruh positif karena bermain game yaitu dengan bermain game dapat meningkatkan daya kreativitas dan daya imajinasi (Blanco-Herrera et al, 2019;Moffat et al, 2017), bermain game juga dapat melatih konsentrasi dan ketekunan (DiCerbo, 2013;Dye et al, 2009;Garris et al, 2002), selain game dapat menjadi sarana rekreasi juga sebagai sarana yang mempermudah belajar bahasa (Klimova & Kacet, 2017;Pitarch, 2018;Reyes-Chua & Lidawan, 2019;Shabaneh & Farrah, 2019) serta bermain game dapat melatih seseorang dalam berpikir logika matematika (Del Moral Pérez et al, 2018;Li et al, 2012). Penggunaan gadget dalam kegiatan pembelajaran sains (IPA) juga dapat meningkatkan keterampilan literasi sains peserta didik (Widodo et al, 2020).…”
Section: Pendahuluanunclassified