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Book Video Games and Creativity

Download or read book Video Games and Creativity written by and published by Academic Press. This book was released on 2015-08-03 with total page 330 pages. Available in PDF, EPUB and Kindle. 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

Book One Up

    Book Details:
  • Author : Joost van Dreunen
  • Publisher : Columbia University Press
  • Release : 2020-10-06
  • ISBN : 0231552211
  • Pages : 317 pages

Download or read book One Up written by Joost van Dreunen and published by Columbia University Press. This book was released on 2020-10-06 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book 101 More Dance Games for Children

Download or read book 101 More Dance Games for Children written by Paul Rooyackers and published by Hunter House. This book was released on 2003 with total page 180 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Theory of Fun for Game Design

Download or read book Theory of Fun for Game Design written by Raph Koster and published by "O'Reilly Media, Inc.". This book was released on 2013-11-08 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game. Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You’ll discover that: Games play into our innate ability to seek patterns and solve puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins

Book Creative Confidence

Download or read book Creative Confidence written by Tom Kelley and published by Crown Currency. This book was released on 2013-10-15 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: IDEO founder and Stanford d.school creator David Kelley and his brother Tom Kelley, IDEO partner and the author of the bestselling The Art of Innovation, have written a powerful and compelling book on unleashing the creativity that lies within each and every one of us. Too often, companies and individuals assume that creativity and innovation are the domain of the "creative types." But two of the leading experts in innovation, design, and creativity on the planet show us that each and every one of us is creative. In an incredibly entertaining and inspiring narrative that draws on countless stories from their work at IDEO, the Stanford d.school, and with many of the world's top companies, David and Tom Kelley identify the principles and strategies that will allow us to tap into our creative potential in our work lives, and in our personal lives, and allow us to innovate in terms of how we approach and solve problems. It is a book that will help each of us be more productive and successful in our lives and in our careers.

Book The Big Book of Creativity Games  Quick  Fun Acitivities for Jumpstarting Innovation

Download or read book The Big Book of Creativity Games Quick Fun Acitivities for Jumpstarting Innovation written by Robert Epstein and published by McGraw Hill Professional. This book was released on 2000-08-17 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fast, simple games that foster and encourage creativity in the workplace and at home. Overcome creative block, make people more inventive.

Book Creativity Games for Trainers  A Handbook of Group Activities for Jumpstarting Workplace Creativity

Download or read book Creativity Games for Trainers A Handbook of Group Activities for Jumpstarting Workplace Creativity written by Robert Epstein and published by McGraw Hill Professional. This book was released on 1995-12 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games to Jumpstart workplace creativity. Dr. Robert Epstein's Creativity Games for Trainers arms you with 30 innovative, entertaining games guaranteed to enhance creativity in any organizational setting. Use them to develop creativity workshops or to breathe life into any training sessions. Each ready-to-use activity comes complete with lists of required and optional materials, time recommendations, reproducible handouts, follow-up discussion questions, and other essential information. You'll also find simple instructions for customizing exercises to different settings. . .data collection forms to help measure and track success. . .special ``challenge exercises'' that help participants develop their own games. . .and unique ``application exercises'' to assist users in promoting creativity on their own.

Book Game of Thoughts

    Book Details:
  • Author : Ning Cai
  • Publisher : Marshall Cavendish International (Asia) Pte Limited
  • Release : 2017-01-20
  • ISBN : 9789814771184
  • Pages : 288 pages

Download or read book Game of Thoughts written by Ning Cai and published by Marshall Cavendish International (Asia) Pte Limited. This book was released on 2017-01-20 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: �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

Book Student Designed Games

Download or read book Student Designed Games written by Peter A. Hastie and published by Human Kinetics. This book was released on 2010 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Producing Games

    Book Details:
  • Author : D. S. Cohen
  • Publisher : Taylor & Francis
  • Release : 2010
  • ISBN : 0240810708
  • Pages : 306 pages

Download or read book Producing Games written by D. S. Cohen and published by Taylor & Francis. This book was released on 2010 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn all of the game production secrets you need from two industry insiders!

Book How to Have Creative Ideas

Download or read book How to Have Creative Ideas written by Edward de Bono and published by Random House. This book was released on 2012-05-31 with total page 192 pages. Available in PDF, EPUB and Kindle. Book excerpt: Everybody wants to be creative. Creativity makes life more fun, more interesting and more full of achievement, but too many people believe that creativity is something you are born with and cannot be learned. In How to Have Creative Ideas Edward de Bono - the leading authority on creative thinking - outlines 62 different games and exercises, built around random words chosen from a list, to help encourage creativity and lateral thinking. For example, if the task were to provide an idea for a new restaurant and the random word chosen was 'cloak', ideas generated might be: a highwayman theme; a Venetian theme with gondolas; masked waiters and waitresses. Or, if asked to make a connection between the two random words 'desk' and 'shorts', readers may come up with: both are functional; desks have 'knee holes' and shorts expose the knees; traditionally they were both male-associated items. All the exercises are simple, practical and fun, and can be done by anyone.

Book The Creativity Project

Download or read book The Creativity Project written by Colby Sharp and published by Little, Brown Books for Young Readers. This book was released on 2018-03-13 with total page 280 pages. Available in PDF, EPUB and Kindle. Book excerpt: Book advocate Colby Sharp presents more than forty beloved, award-winning, diverse and bestselling authors and illustrators in a creative challenge! Colby Sharp invited more than forty authors and illustrators to provide story starters for each other; photos, drawings, poems, prose, or anything they could dream up. When they received their prompts, they responded by transforming these seeds into any form of creative work they wanted to share. The result is a stunning collection of words, art, poetry, and stories by some of our most celebrated children book creators. A section of extra story starters by every contributor provides fresh inspiration for readers to create works of their own. Here is an innovative book that offers something for every kind of reader and creator!

Book Tangle Art and Drawing Games for Kids

Download or read book Tangle Art and Drawing Games for Kids written by Jeanette Nyberg and published by Quarry Books. This book was released on 2016-02-25 with total page 116 pages. Available in PDF, EPUB and Kindle. Book excerpt: Tangle Art and Drawing Games for Kids is perfect for families who want to sneak a little more creativity into their lives and have fun doing it. It's about exploring, experimenting, and getting lost in creativity. It's not focused on goals, but on enjoying the process. Professional artist Jeanette Nyberg brings to life 46 drawing games that offer playful, easy ways to get a pen moving across a page, help keep the mind focused, and provide hours of edifying entertainment. Move through the book at your own pace. Start with basic drawing games, followed by a section of activities that can be done with friends, then work with some mixed-media activities, and end with awesome tangle art games. Each activity includes ideas for how to "Make it Silly," and ways to vary the themes so you can play the games over and over. Families will make exciting discoveries, find creative ways to spend their time, master visual and manual skills, and most importantly, have fun!

Book Zig Zag

    Book Details:
  • Author : Keith Sawyer
  • Publisher : John Wiley & Sons
  • Release : 2013-02-13
  • ISBN : 1118539117
  • Pages : 292 pages

Download or read book Zig Zag written by Keith Sawyer and published by John Wiley & Sons. This book was released on 2013-02-13 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Creativity Unhinged

    Book Details:
  • Author : Marjorie Sarnat
  • Publisher :
  • Release : 2013-04-01
  • ISBN : 9780989318907
  • Pages : 62 pages

Download or read book Creativity Unhinged written by Marjorie Sarnat and published by . This book was released on 2013-04-01 with total page 62 pages. Available in PDF, EPUB and Kindle. Book excerpt: Creativity unhinged includes 120 rollicking, fun games that will spark ideas, promote problem solving, and grow your child's creativity. Kids can play independently, with a friend, or with the whole family.

Book 365 Toddler Activities That Inspire Creativity

Download or read book 365 Toddler Activities That Inspire Creativity written by Joni Levine and published by Simon and Schuster. This book was released on 2012-11-18 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: Features 365 activities for toddlers, including games, art projects, and songs, that are intended to foster creativity, stimulate cognitive development, and encourage inventiveness.

Book Games and Play in the Creative  Smart and Ecological City

Download or read book Games and Play in the Creative Smart and Ecological City written by Dale Leorke and published by Routledge. This book was released on 2020-12-30 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history. Chapter 3 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license available at http://www.taylorfrancis.com/books/e/9781003007760