Video Games and Creativity

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

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  • Author : Anonim
  • Publisher : Academic Press
  • Pages : 332 pages
  • ISBN : 0128017058
  • Rating : 4/5 from 21 reviews
CLICK HERE TO GET THIS BOOKVideo Games and Creativity

Video Games and Creativity

Video Games and Creativity
  • Author : Anonim
  • Publisher : Academic Press
  • Release : 03 August 2015
GET THIS BOOKVideo Games and Creativity

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

One Up

One Up
  • Author : Joost van Dreunen
  • Publisher : Columbia University Press
  • Release : 06 October 2020
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What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment? One Up offers a pioneering empirical analysis

Producing Games

Producing Games
  • Author : D S. Cohen,Sergio A. Bustamante
  • Publisher : CRC Press
  • Release : 10 September 2012
GET THIS BOOKProducing Games

Computer games are big business - tens of billions of dollars are spent annually by the worldwide video games market. The cost of producing video games has ballooned to beyond $20 million dollars in many cases, and team sizes are quickly growing past 100 team members. At the center of this storm is the producer - one person who transforms the money, the hours spent by the team, and the latest technology into a work of art that millions of people will

Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives

Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives
  • Author : Valentine, Keri Duncan,Jensen, Lucas John
  • Publisher : IGI Global
  • Release : 20 June 2016
GET THIS BOOKExamining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives

With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a

101 More Dance Games for Children

101 More Dance Games for Children
  • Author : Paul Rooyackers
  • Publisher : Hunter House
  • Release : 25 July 2021
GET THIS BOOK101 More Dance Games for Children

Filled with dance games that the whole classroom or family can play and learn from, this book collects noncompetitive activities that reward children for their involvement, encourage them to use their imagination, and show them how to express their feelings without using words. Illustrations.

The Aesthetics of Videogames

The Aesthetics of Videogames
  • Author : Jon Robson,Grant Tavinor
  • Publisher : Routledge
  • Release : 19 March 2018
GET THIS BOOKThe Aesthetics of Videogames

This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these

Video Games

Video Games
  • Author : Kathy Ceceri
  • Publisher : Nomad Press
  • Release : 21 September 2015
GET THIS BOOKVideo Games

Catch a glimpse inside a school bus and you’ll see lots of kids looking down. What are they doing? They’re deciding on strategy, building cities, setting traps for monsters, sharing resources, and nurturing critical relationships. Over 90 percent of kids ages 2–17 play video games. In Video Games: Design and Code Your Own Adventure, young readers learn why games are so compelling and what ancient games such as mancala have in common with modern games like Minecraft. Kids will even

The Oxford Handbook of the Development of Imagination

The Oxford Handbook of the Development of Imagination
  • Author : Marjorie Taylor
  • Publisher : Oxford University Press
  • Release : 02 April 2013
GET THIS BOOKThe Oxford Handbook of the Development of Imagination

Children are widely celebrated for their imaginations, but developmental research on this topic has often been fragmented or narrowly focused on fantasy. However, there is growing appreciation for the role that imagination plays in cognitive and emotional development, as well as its link with children's understanding of the real world. With their imaginations, children mentally transcend time, place, and/or circumstance to think about what might have been, plan and anticipate the future, create fictional relationships and worlds, and consider

Metagaming

Metagaming
  • Author : Stephanie Boluk,Patrick LeMieux
  • Publisher : U of Minnesota Press
  • Release : 04 April 2017
GET THIS BOOKMetagaming

The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how

The Routledge Companion to Copyright and Creativity in the 21st Century

The Routledge Companion to Copyright and Creativity in the 21st Century
  • Author : Michelle Bogre,Nancy Wolff
  • Publisher : Routledge
  • Release : 30 November 2020
GET THIS BOOKThe Routledge Companion to Copyright and Creativity in the 21st Century

These collected chapters and interviews explore the current issues and debates about how copyright will or should adapt to meet the practices of 21st-century creators and internet users. The book begins with an overview of copyright law basics. It is organized by parts that correspond to creative genres: Literary Works, Visual Arts, Fine Art, Music, Video Games and Virtual Worlds, Fashion, and Technology. The chapters and interviews address issues such as copyright ownership in work created by Artificial Intelligence (AI),

Creativity and Technology in Mathematics Education

Creativity and Technology in Mathematics Education
  • Author : Viktor Freiman,Janet Lynne Tassell
  • Publisher : Springer
  • Release : 05 March 2018
GET THIS BOOKCreativity and Technology in Mathematics Education

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 and Giftedness (ICMCG) in Denver, USA (2014), and other contributions to the topic. The book emphasizes a diversity of views, a variety of contexts, angles and cultures of thought, as well

Creativity, Inc.

Creativity, Inc.
  • Author : Ed Catmull,Amy Wallace
  • Publisher : Random House Canada
  • Release : 08 April 2014
GET THIS BOOKCreativity, Inc.

From Ed Catmull, co-founder (with Steve Jobs and John Lasseter) of Pixar Animation Studios, comes an incisive book about creativity in business—sure to appeal to readers of Daniel Pink, Tom Peters, and Chip and Dan Heath. Creativity, Inc. is a book for managers who want to lead their employees to new heights, a manual for anyone who strives for originality, and the first-ever, all-access trip into the nerve center of Pixar Animation—into the meetings, postmortems, and “Braintrust” sessions

Video Games

Video Games
  • Author : Andy Bossom,Ben Dunning
  • Publisher : Bloomsbury Publishing
  • Release : 06 July 2017
GET THIS BOOKVideo Games

A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives

Five Star Mind

Five Star Mind
  • Author : Tom Wujec
  • Publisher : Main Street Books
  • Release : 25 July 1995
GET THIS BOOKFive Star Mind

Shares exercises and puzzles designed to challenge and stimulate the mind and offers advice concerning attention, mental play, memory, flexibility, and decision making

Beyond Productivity

Beyond Productivity
  • Author : National Research Council,Division on Engineering and Physical Sciences,Computer Science and Telecommunications Board,Committee on Information Technology and Creativity
  • Publisher : National Academies Press
  • Release : 02 April 2003
GET THIS BOOKBeyond Productivity

Computer science has drawn from and contributed to many disciplines and practices since it emerged as a field in the middle of the 20th century. Those interactions, in turn, have contributed to the evolution of information technology â€" new forms of computing and communications, and new applications â€" that continue to develop from the creative interactions between computer science and other fields. Beyond Productivity argues that, at the beginning of the 21st century, information technology (IT) is forming a powerful alliance with