{"title":"Not All Games Play the Same: Specifying How Components of Video Games May be Associated With Creativity","authors":"Darian Stapleton, 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.
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.