書籍詳細

書籍詳細




洋書

ビデオゲームと創造性

Video Games and Creativity

(Explorations in Creativity Research.)

Green, Garo (EDT)   Kaufman, James C. (EDT)

Academic Pr 2015/08
332 p. illustrations ; 24 cm.   
装丁: Hrd    装丁について
テキストの言語: ENG    出版国: US
ISBN: 9780128014622
KCN: 1022620880
紀伊國屋書店 選定タイトル
標準価格:¥11,047(本体 ¥10,043)   
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納期について
DDC: 794.8019
KDC: C22 知覚・認知・神経・意識
関連書リスト: SB2756 ゲーム・スタディーズ
SB2812A エルゼビア社 心理学・神経科学 関連書 特集
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Annotation

Reviews what research on the development, play, and use of video games in education can tell us on the nature of creativity.

Full Description

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.

Table of Contents

Acknowledgements Video Games and Creativity: An Introduction Part 1: Creativity and Video Game Play Chapter 1 - Video Games and Creativity Linda A. Jackson and Alex I. Games Chapter 2 - The Impact of Video Game Play on Human (and Orc) Creativity Nicholas D. Bowman, Rachel Kowert, and Christopher J. Ferguson Chapter 3 - Video Games and Malevolent Creativity: Does One Thing Lead to Another? David H. Cropley Chapter 4 - Problem Solving Through "Cheating" in Video Games Karla R. Hamlen and Fran C. Blumberg Chapter 5 - Opportunities and Challenges in Assessing and Supporting Creativity in Video Games Yoon J. Kim and Valerie J. Shute Chapter 6 - Content, Collaboration and Creativity in Virtual Worlds Thomas B. Ward Part 2: Creativity and Video Games in Education Chapter 7 - Teaching Creativity: Theoretical Models and Applications Jorge A. Blanco-Herrera, Christopher L. Groves, Ann M. Lewis, & Douglas A. Gentile Chapter 8 - Teachers Designing Learning Games: Impact on Creativity Frederique Frossard, Anna Trifonova, and Mario Barajas Chapter 9 - Cognitive Brain Training, Video Games, and Creativity Oshin Vartanian and Erin L. Beatty Chapter 10 - Game Narrative, Interactive Fiction, and Storytelling: Creating a "Time for Telling" in the Classroom Michael F. Young, Stephen T. Slota, Roger Travis, and Beomykyu Choi Part 3: Creativity and Video Game Development Chapter 11 - Creating Code Creatively - Automated Discovery of Game Mechanics Through Code Generation Michael Cook Chapter 12 - Patented Creativity: Reflecting on Videogame Patents Casey O'Donnell Chapter 13 - Tension and Opportunity: Creativity in the Video Gaming Medium Grant Tavinor Chapter 14 - Creative Interactivity: Customizing and Creating Game Content Katharina-Maria Behr, Richard Huskey, and Rene Weber