Video Games And Creativity

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Video Games and Creativity

Author : Anonim
Publisher : Academic Press
Page : 330 pages
File Size : 40,8 Mb
Release : 2015-08-03
Category : Psychology
ISBN : 9780128017050

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Video Games and Creativity by Anonim Pdf

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

One Up

Author : Joost van Dreunen
Publisher : Columbia University Press
Page : 317 pages
File Size : 53,6 Mb
Release : 2020-10-06
Category : Business & Economics
ISBN : 9780231552219

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One Up by Joost van Dreunen Pdf

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 of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring to game design. Filled with case studies of companies such as Activision Blizzard, Apple, Electronic Arts, Epic Games, Microsoft, Nexon, Sony, Take-Two Interactive, Tencent, and Valve, this book forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.

The Aesthetics of Videogames

Author : Jon Robson,Grant Tavinor
Publisher : Routledge
Page : 375 pages
File Size : 54,5 Mb
Release : 2018-03-19
Category : Philosophy
ISBN : 9781351809450

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The Aesthetics of Videogames by Jon Robson,Grant Tavinor Pdf

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 areas, including but not limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by violence in videogames; and the representation of women in videogames and the gaming community. The Aesthetics of Videogames is an important contribution to analytic aesthetics that deals with an important and growing art form.

Producing Games

Author : D S. Cohen,Sergio A. Bustamante
Publisher : CRC Press
Page : 305 pages
File Size : 52,5 Mb
Release : 2012-09-10
Category : Art
ISBN : 9781136138782

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Producing Games by D S. Cohen,Sergio A. Bustamante Pdf

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 call fun. This book will dig deeply into the role of the producer and expose secrets of game production that stand the test of time: how to build a great team, how to plan a major game development project, and how to pull the development team toward the vision of a great game.

Indie Video Game Development Work

Author : Alexander Styhre
Publisher : Springer Nature
Page : 252 pages
File Size : 43,6 Mb
Release : 2020-06-13
Category : Business & Economics
ISBN : 9783030455453

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Indie Video Game Development Work by Alexander Styhre Pdf

This book presents a study of so-called indie video game developers that are widely regarded as the creative and innovative fringe of the video game industry. The video game industry is an exemplary entrepreneurial high growth industry that combines digital media, cinematographic representations and interactive gaming technologies, and uses global digital distribution channels to reach local gaming communities. The study examines a number of issues, concerns, challenges, and opportunities that indie developers are handling as part of their development work. The love of gaming and video games more specifically is the shared and unifying force of both so-called Triple-A developers and the indie developer community. Still, issues such as how to raise financial capital or otherwise fund the development work, or how to optimize the return on investment when video games are released on digital platforms are issues that indie developers need to cope with. The study is theoretically framed as a case of an innovation-led sector of the economy, yet being anchored in the Swedish welfare state model, wherein e.g., free tertiary education and social insurances and health case at low cost are provided and supportive of enterprising. This book will be valuable reading for academics working in the fields of knowledge management, innovation, and the creative economy.

Zig Zag

Author : Keith Sawyer
Publisher : John Wiley & Sons
Page : 292 pages
File Size : 55,8 Mb
Release : 2013-02-13
Category : Self-Help
ISBN : 9781118539118

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Zig Zag by Keith Sawyer Pdf

A science-backed method to maximize creative potential in any sphere of life With the prevalence of computer technology and outsourcing, new jobs and fulfilling lives will rely heavily on creativity and innovation. Keith Sawyer draws from his expansive research of the creative journey, exceptional creators, creative abilities, and world-changing innovations to create an accessible, eight-step program to increasing anyone's creative potential. Sawyer reveals the surprising secrets of highly creative people (such as learning to ask better questions when faced with a problem), demonstrates how to come up with better ideas, and explains how to carry those ideas to fruition most effectively. This science-backed, step-by step method can maximize our creative potential in any sphere of life. Offers a proven method for developing new ideas and creative problem-solving no matter what your profession Includes an eight-step method, 30 practices, and more than 100 techniques that can be launched at any point in a creative journey Psychologist, jazz pianist, and author Keith Sawyer studied with world-famous creativity expert Mihaly Csikszentmihalyi Sawyer's book offers a wealth of easy to apply strategies and ideas for anyone who wants to tap into their creative power.

Connected Gaming

Author : Yasmin B. Kafai,Quinn Burke
Publisher : MIT Press
Page : 221 pages
File Size : 52,5 Mb
Release : 2024-03-19
Category : Education
ISBN : 9780262551557

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Connected Gaming by Yasmin B. Kafai,Quinn Burke Pdf

How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.

Against Flow

Author : Braxton Soderman
Publisher : MIT Press
Page : 329 pages
File Size : 46,7 Mb
Release : 2021-04-13
Category : Games & Activities
ISBN : 9780262045506

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Against Flow by Braxton Soderman Pdf

A critical discussion of the experience and theory of flow (as conceptualized by Mihaly Csikszentmihalyi) in video games. Flow--as conceptualized by the psychologist Mihaly Csikszentmihalyi--describes an experience of "being in the zone," of intense absorption in an activity. It is a central concept in the study of video games, although often applied somewhat uncritically. In Against Flow, Braxton Soderman takes a step back and offers a critical assessment of flow's historical, theoretical, political, and ideological contexts in relation to video games. With close readings of games that implement and represent flow, Soderman not only evaluates the concept of flow in terms of video games but also presents a general critique of flow and its sibling, play.

Unschooling To University

Author : Judy Arnall
Publisher : Professional Parenting
Page : 384 pages
File Size : 52,5 Mb
Release : 2018-09-21
Category : Family & Relationships
ISBN : 9781775178606

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Unschooling To University by Judy Arnall Pdf

Learn how to acquire a personalized education through self-directed learning, and meet post-secondary entrance requirements.

The Big Bad World of Concept Art for Video Games

Author : Eliott Lilly
Publisher : Unknown
Page : 0 pages
File Size : 42,7 Mb
Release : 2015
Category : Art
ISBN : 1624650201

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The Big Bad World of Concept Art for Video Games by Eliott Lilly Pdf

This is a comprehensive book that gives aspiring artists an honest, informative, and concise look at what it takes to become a concept artist in the video game industry. Author Eliott Lilly uses his own student work as a teaching tool along with personal experiences to help you on your journey. From finding the right school and getting the most out of your education, to preparing your portfolio and landing your first job, the advice and strategies Eliott offers are organized for easy reference and review. The book also features an extensive list of resources that students will find useful, as well as interviews with renowned concept artists David Levy, Sparth, Stephan Martiniere, Ben Mauro, and Farzad Varahramyan, all offering their own invaluable advice.

Co-creating Videogames

Author : John Banks
Publisher : Bloomsbury Publishing
Page : 201 pages
File Size : 42,8 Mb
Release : 2013-05-23
Category : Social Science
ISBN : 9781849666657

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Co-creating Videogames by John Banks Pdf

Co-creativity has become a significant cultural and economic phenomenon. Media consumers have become media producers. This book offers a rich description and analysis of the emerging participatory, co-creative relationships within the videogames industry. Banks discusses the challenges of incorporating these co-creative relationships into the development process. Drawing on a decade of research within the industry, the book gives us valuable insight into the continually changing and growing world of video games.

Game of Thoughts

Author : Ning Cai,John Teo
Publisher : Marshall Cavendish International (Asia) Pte Limited
Page : 288 pages
File Size : 41,5 Mb
Release : 2017-01-20
Category : Creative ability
ISBN : 981477118X

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Game of Thoughts by Ning Cai,John Teo Pdf

�Puzzles and activities to unleash your creativity�Use creativity to solve problems, generate innovative ideas, and create "magic" in your life�Step-by-step approach modeled after professional training programs�Fun and friendly approach

Future Gaming

Author : Paolo Ruffino
Publisher : MIT Press
Page : 162 pages
File Size : 53,6 Mb
Release : 2018-05-04
Category : Games & Activities
ISBN : 9781906897550

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Future Gaming by Paolo Ruffino Pdf

A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow. This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate's sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making, and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.

The Cambridge Handbook of Lifespan Development of Creativity

Author : Sandra W. Russ,Jessica D. Hoffmann,James C. Kaufman
Publisher : Cambridge University Press
Page : 128 pages
File Size : 49,6 Mb
Release : 2021-11-25
Category : Psychology
ISBN : 9781108620444

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The Cambridge Handbook of Lifespan Development of Creativity by Sandra W. Russ,Jessica D. Hoffmann,James C. Kaufman Pdf

This handbook focuses on the development and nurturance of creativity across the lifespan, from early childhood to adolescence, adulthood, and later life. It answers the question: how can we help individuals turn their creative potential into achievement? Each chapter examines various contexts in which creativity exists, including school, workplace, community spaces, and family life. It covers various modalities for fostering creativity such as play, storytelling, explicit training procedures, shifting of attitudes about creative capacity, and many others. The authors review research findings across disciplines, encompassing the work of psychologists, educators, neuroscientists, and creators themselves, to describe the best practices for fostering creativity at each stage of development.

The Creative Imperative

Author : Jami Biles Jones,Lori J. Flint
Publisher : Bloomsbury Publishing USA
Page : 355 pages
File Size : 43,7 Mb
Release : 2013-09-23
Category : Language Arts & Disciplines
ISBN : 9798216067696

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The Creative Imperative by Jami Biles Jones,Lori J. Flint Pdf

Provides a solid, foundational understanding of creativity that enables readers to elicit creative performance from their students. The first book of its kind in the school library field, The Creative Imperative: School Librarians and Teachers Cultivating Curiosity Together assists educators, school librarians, school counselors, and parents in learning about creativity and inquiry as well as how to foster these desired processes in school settings and beyond. The work begins by addressing the foundational aspects of creativity, and then discusses creativity within the educational setting, exploring how educators can be more creative themselves and coax creative performance from their students. The final part of the text focuses specifically on school libraries and the role of librarians in developing environments and opportunities for inquiry that nurture creativity.