Not All Games Play the Same: Specifying How Components of Video Games May be Associated With Creativity

IF 3 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL
Darian Stapleton, Thalia R. Goldstein
{"title":"Not All Games Play the Same: Specifying How Components of Video Games May be Associated With Creativity","authors":"Darian Stapleton,&nbsp;Thalia R. Goldstein","doi":"10.1002/jocb.1522","DOIUrl":null,"url":null,"abstract":"<p>Understanding the impacts of digital media such as video games is critical for scholarship during the digital transformation. While the literature on the effects of video games continues to grow, there is little work on positive effects, including creativity, either as an outcome from or process within games. Video games are a media type that often requires creative problem-solving and multiple idea generation. Importantly, adequately theorizing, measuring, and assessing creativity as both an action within video games and a possible outcome of engaging with video games necessitates a detailed understanding of what video games are. Here we propose and outline a taxonomy of the various components within video games that could impact different aspects of creativity interventions and creative processes. We then break down those components, including genre, graphics, mechanics, instructions, incentive systems, and multiplayer functionality. We apply this taxonomy briefly in several games, and <i>Minecraft</i> and <i>Baldur's Gate 3</i> are used in more depth to show how researchers can apply our proposed framework. Knowing which video game components affect which creativity outcomes can clarify our understanding of creativity and the creative process in a digital world, and identify how gameplay itself can be a creative artifact.</p>","PeriodicalId":39915,"journal":{"name":"Journal of Creative Behavior","volume":"59 3","pages":""},"PeriodicalIF":3.0000,"publicationDate":"2024-12-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/jocb.1522","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Creative Behavior","FirstCategoryId":"102","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/jocb.1522","RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"PSYCHOLOGY, EDUCATIONAL","Score":null,"Total":0}
引用次数: 0

Abstract

Understanding the impacts of digital media such as video games is critical for scholarship during the digital transformation. While the literature on the effects of video games continues to grow, there is little work on positive effects, including creativity, either as an outcome from or process within games. Video games are a media type that often requires creative problem-solving and multiple idea generation. Importantly, adequately theorizing, measuring, and assessing creativity as both an action within video games and a possible outcome of engaging with video games necessitates a detailed understanding of what video games are. Here we propose and outline a taxonomy of the various components within video games that could impact different aspects of creativity interventions and creative processes. We then break down those components, including genre, graphics, mechanics, instructions, incentive systems, and multiplayer functionality. We apply this taxonomy briefly in several games, and Minecraft and Baldur's Gate 3 are used in more depth to show how researchers can apply our proposed framework. Knowing which video game components affect which creativity outcomes can clarify our understanding of creativity and the creative process in a digital world, and identify how gameplay itself can be a creative artifact.

并非所有游戏的玩法都一样:说明电子游戏组件如何与创造力相关联
了解电子游戏等数字媒体的影响对数字化转型期间的学术研究至关重要。虽然关于电子游戏影响的文献不断增多,但关于积极影响的研究却寥寥无几,包括作为游戏结果或过程的创造力。电子游戏是一种媒体类型,通常需要创造性地解决问题和产生多种想法。重要的是,要充分理论化、衡量和评估创意(游戏邦注:既是电子游戏中的一种行为,也是参与电子游戏的可能结果),就必须详细了解电子游戏是什么。在此,我们提出并概述了电子游戏中可能影响创造性干预和创造性过程不同方面的各种组件的分类。然后我们分解这些组件,包括类型、图像、机制、指示、激励系统和多人游戏功能。我们在几款游戏中简单地应用了这一分类,《我的世界》和《博德之门3》被更深入地使用,以展示研究人员如何应用我们提出的框架。了解哪些电子游戏组件会影响哪些创造力结果,可以澄清我们对数字世界中的创造力和创造力过程的理解,并确定游戏玩法本身如何成为创造性的产物。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
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.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信