Video Games and Creativity

Written By Anonim
Video Games and Creativity
  • Publsiher : Academic Press
  • Release : 03 August 2015
  • ISBN : 0128017058
  • Pages : 332 pages
  • Rating : 4/5 from 21 reviews
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Read or download book entitled Video Games and Creativity written by Anonim which was release on 03 August 2015, this book published by Academic Press. Available in PDF, EPUB and Kindle Format. Book excerpt: Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity? Is there a place for video games in the classroom? What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success. Summarizes research relating to creativity and video games Incorporates creativity research on both game design and game play Discusses physical design, game mechanics, coding, and more Investigates how video games may encourage creative problem solving Highlights applications of video games for educational purposes

Video Games and Creativity

Video Games and Creativity
  • Author : Anonim
  • Publisher : Academic Press
  • Release Date : 2015-08-03
  • Total pages : 332
  • ISBN : 0128017058
GET BOOK

Summary : Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be ...

Handbook of Children and the Media

Handbook of Children and the Media
  • Author : Dorothy G. Singer,Jerome L. Singer
  • Publisher : SAGE
  • Release Date : 2001
  • Total pages : 765
  • ISBN : 0128017058
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Summary : Now available in paperback the Handbook of Children and the Media is the first comprehensive analysis of the field for students, scholars, and policy makers. It brings together an interdisciplinary group of the best-known scholars from around the world to summarize the current scope of research on children and the ...

The Creative Imperative School Librarians and Teachers Cultivating Curiosity Together

The Creative Imperative  School Librarians and Teachers Cultivating Curiosity Together
  • Author : Jami Biles Jones,Lori J. Flint
  • Publisher : ABC-CLIO
  • Release Date : 2013-09-23
  • Total pages : 242
  • ISBN : 0128017058
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Summary : Provides a solid, foundational understanding of creativity that enables readers to elicit creative performance from their students. • Presents unique content from prominent, expert authors on the contemporary topic of fostering creativity • Challenges current practices in the quest to foster creative thinking • Provides access to additional resources for reader follow-up • Supplies ...

One Up Creativity Competition and the Global Business of Video Games

One Up   Creativity  Competition  and the Global Business of Video Games
  • Author : Joost van Dreunen
  • Publisher : Columbia Business School Publishing
  • Release Date : 2020
  • Total pages : 320
  • ISBN : 0128017058
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Summary : What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies look unconventional--and are often ignored--from the standpoint of traditional business strategy. Yet they have thrived in the face of digitalization, generating billions in revenue through business models such as offering content ...

Sleep Monsters and Superheroes Empowering Children Through Creative Dreamplay

Sleep Monsters and Superheroes  Empowering Children Through Creative Dreamplay
  • Author : Clare R. Johnson,Jean M. Campbell
  • Publisher : ABC-CLIO
  • Release Date : 2016-09-26
  • Total pages : 265
  • ISBN : 0128017058
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Summary : World-renowned contributors across several disciplines reveal how dreams can aid and empower children in daily life. • Addresses how video games and today's news media can affect children's sleep/dreams and how trauma can trigger PTSD-like nightmares • Details how children's dreams reflect their emotional and physical development • Includes vignettes/case studies ...

10th European Conference on Games Based Learning

10th European Conference on Games Based Learning
  • Author : Anonim
  • Publisher : Academic Conferences and publishing limited
  • Release Date : 2022-06-28
  • Total pages : 212
  • ISBN : 0128017058
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Summary : Download or read online 10th European Conference on Games Based Learning written by , published by Academic Conferences and publishing limited which was released on . Get 10th European Conference on Games Based Learning Books now! Available in PDF, ePub and Kindle....

Encyclopedia of Video Games A L

Encyclopedia of Video Games  A L
  • Author : Mark J. P. Wolf
  • Publisher : ABC-CLIO
  • Release Date : 2012
  • Total pages : 763
  • ISBN : 0128017058
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Summary : This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. * More than 300 A–Z cross-referenced and integrated entries, from Atari to Zelda * Dozens of screenshots and photographs * A "Further Reading" bibliography ...

The Elgar Companion to Innovation and Knowledge Creation

The Elgar Companion to Innovation and Knowledge Creation
  • Author : Harald Bathelt,Patrick Cohendet,Sebastian Henn,Laurent Simon
  • Publisher : Edward Elgar Publishing
  • Release Date : 2022-06-28
  • Total pages : 840
  • ISBN : 0128017058
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Summary : This unique Companion provides a comprehensive overview and critical evaluation of existing conceptualizations and new developments in innovation research. It draws on multiple perspectives of innovation, knowledge and creativity from economics, geography, history, management, political science and sociology. The Companion brings together leading scholars to reflect upon innovation as a ...

Music Video Games

Music Video Games
  • Author : Michael Austin
  • Publisher : Bloomsbury Publishing USA
  • Release Date : 2016-07-28
  • Total pages : 352
  • ISBN : 0128017058
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Summary : Music Video Games takes a look (and listen) at the popular genre of music games – video games in which music is at the forefront of player interaction and gameplay. With chapters on a wide variety of music games, ranging from well-known console games such as Guitar Hero and Rock Band ...

Encyclopedia of Creativity

Encyclopedia of Creativity
  • Author : Mark A. Runco,Steven R. Pritzker
  • Publisher : Academic Press
  • Release Date : 2020-04-12
  • Total pages : 1502
  • ISBN : 0128017058
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Summary : Creativity influences each of our lives and is essential for the advancement of society. The first edition of the successful Encyclopedia of Creativity helped establish the study of creativity as a field of research in itself. The second edition, published in 2011, was named a 2012 Outstanding Academic Title by the American ...

The Global Management of Creativity

The Global Management of Creativity
  • Author : Marcus Wagner,Jaume Valls-Pasola,Thierry Burger-Helmchen
  • Publisher : Taylor & Francis
  • Release Date : 2016-12-01
  • Total pages : 184
  • ISBN : 0128017058
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Summary : In the past, ‘Global Management’ meant optimizing production and commercialization activities around the world in an international business context. With the emergence and rise of the creative economy, the global game has changed. This book is about the global management of creativity and related innovation processes, and examines how companies, ...

Creativity and Technology in Mathematics Education

Creativity and Technology in Mathematics Education
  • Author : Viktor Freiman,Janet Lynne Tassell
  • Publisher : Springer
  • Release Date : 2018-09-03
  • Total pages : 561
  • ISBN : 0128017058
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Summary : This volume provides new insights on creativity while focusing on innovative methodological approaches in research and practice of integrating technological tools and environments in mathematics teaching and learning. This work is being built on the discussions at the mini-symposium on Creativity and Technology at the International Conference on Mathematical Creativity ...

Encyclopedia of Video Games The Culture Technology and Art of Gaming 2nd Edition 3 volumes

Encyclopedia of Video Games  The Culture  Technology  and Art of Gaming  2nd Edition  3 volumes
  • Author : Mark J. P. Wolf
  • Publisher : ABC-CLIO
  • Release Date : 2021-05-24
  • Total pages : 1288
  • ISBN : 0128017058
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Summary : Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, ...

Creative Economies Creative Cities

Creative Economies  Creative Cities
  • Author : Lily Kong,Justin O'Connor
  • Publisher : Springer Science & Business Media
  • Release Date : 2009-05-19
  • Total pages : 234
  • ISBN : 0128017058
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Summary : Justin O’Connor and Lily Kong The cultural and creative industries have become increasingly prominent in many policy agendas in recent years. Not only have governments identified the growing consumer potential for cultural/creative industry products in the home market, they have also seen the creative industry agenda as central ...

Video Game Policy

Video Game Policy
  • Author : Steven Conway,Jennifer deWinter
  • Publisher : Routledge
  • Release Date : 2015-10-14
  • Total pages : 288
  • ISBN : 0128017058
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Summary : This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider ...