Games and Creativity: A Theoretical Framework
Maxence Mercier, Samira Bourgeois-Bougrine, Todd Lubart

TL;DR
This paper proposes a framework explaining how gaming can boost creativity through specific personal and game-related factors.
Contribution
The novel Game-based Creativity Enhancement Framework (G-CEF) links gaming and creativity using a structured input-process-output model.
Findings
Six personal variables (playfulness, imagination, etc.) are linked to creativity and gaming habits.
Game attributes like affordances and mechanics are identified as creativity-enhancing factors.
A four-step experiential learning cycle within games is proposed to improve creativity.
Abstract
This article introduces a theoretical framework centered on enhancing creativity through gaming, termed the Game-based Creativity Enhancement Framework (G-CEF). Rooted in experiential learning and game-based learning theories, the framework adopts an input–process–output paradigm: two inputs (personal attributes and game attributes), one process stage (learning situation), and outputs (learning improvements and acquisitions). Personal attributes take the form of conative dispositions and variables common to both creativity and games, which help explain why gaming habits and creativity are linked, particularly outside the laboratory. Six variables are identified and presented: playfulness, imagination, mind-wandering, mindfulness, psychological capital and motives. The second input corresponds to game attributes, which help explain why and how games can help improve creativity. Two forms…
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Taxonomy
TopicsEducational Games and Gamification · Creativity in Education and Neuroscience · Digital Games and Media
