000 01927cam a2200277zu 4500
001 88829636
003 FRCYB88829636
005 20250106111655.0
006 m o d
007 cr un
008 250106s2015 fr | o|||||0|0|||eng d
020 _a9780128014622
035 _aFRCYB88829636
040 _aFR-PaCSA
_ben
_c
_erda
100 1 _aCollectif
245 0 1 _aVideo Games and Creativity
_c['Collectif']
264 1 _bElsevier Science
_c2015
300 _a p.
336 _btxt
_2rdacontent
337 _bc
_2rdamdedia
338 _bc
_2rdacarrier
650 0 _a
700 0 _aCollectif
856 4 0 _2Cyberlibris
_uhttps://international.scholarvox.com/netsen/book/88829636
_qtext/html
_a
520 _aVideo 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 gamesIncorporates creativity research on both game design and game playDiscusses physical design, game mechanics, coding, and moreInvestigates how video games may encourage creative problem solvingHighlights applications of video games for educational purposes
999 _c2772
_d2772