Fostering Creativity Through Game-Based Approaches: A Scoping Review

IF 2.8 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL
Zhitian Skylor Zhang, Martina Seemann, Richard Joos, Markus Suren, Helge Fischer, Mathias Hofmann
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Abstract

Given the increasing emphasis on game-based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a means to foster creativity. Specifically, this article presents a scoping review of 61 studies published between 2000 and 2022 in English focusing on the use of GBAs to enhance creativity across various contexts. The results indicate an increasing trend in publications over the past two decades, with research clusters predominantly located in the United States, Taiwan, and Spain. Target groups primarily studied include adults in higher education, followed by children in K-12 settings, with the majority of studies conducted within classroom environments. A diverse array of GBAs have been employed in these studies, including video games, game-based learning, gamification, serious games, escape rooms, board games, and more, across both digital and non-digital media. These approaches were either developed by the researchers themselves or utilized pre-existing ones. Furthermore, GBAs have been found to foster various aspects of creativity, including creative thinking and problem-solving, flow and mastery experience, various aspects of the creative self, among others, pertaining to cognitive, motivational, affective, and sociocultural foundations. As such, this scoping review acts as a stimulus for ongoing research and refinement of game-based approaches aimed at enhancing creativity within both research and practical domains.

Abstract Image

通过基于游戏的方法培养创造力:范围审查
鉴于人们越来越重视基于游戏的方法(GBAs)以及培养创造力的重要性,迫切需要对这一新兴的跨学科领域进行全面的研究。本研究采用了一种范围审查方法,概述了利用GBAs作为培养创造力的手段的现有研究。具体来说,本文对2000年至2022年间发表的61项研究进行了范围审查,这些研究主要关注在不同背景下使用gba来提高创造力。结果表明,在过去的二十年中,出版物呈增加趋势,研究集群主要位于美国、台湾和西班牙。主要研究的目标群体包括接受高等教育的成年人,其次是K-12阶段的儿童,大多数研究都是在课堂环境中进行的。在这些研究中使用了各种各样的gba,包括电子游戏,基于游戏的学习,游戏化,严肃游戏,密室逃生,棋盘游戏等等,跨越数字和非数字媒体。这些方法要么是研究人员自己开发的,要么是利用了已有的方法。此外,人们还发现,gba可以培养创造力的各个方面,包括创造性思维和解决问题的能力、心流和掌握经验、创造性自我的各个方面,以及与认知、动机、情感和社会文化基础有关的其他方面。因此,这种范围审查可以刺激正在进行的研究和改进基于游戏的方法,旨在提高研究和实践领域的创造力。
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来源期刊
Journal of Creative Behavior
Journal of Creative Behavior Arts and Humanities-Visual Arts and Performing Arts
CiteScore
7.50
自引率
7.70%
发文量
44
期刊介绍: The Journal of Creative Behavior is our quarterly academic journal citing the most current research in creative thinking. For nearly four decades JCB has been the benchmark scientific periodical in the field. It provides up to date cutting-edge ideas about creativity in education, psychology, business, arts and more.
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