# Games and Creativity: A Theoretical Framework

**Authors:** Maxence Mercier, Samira Bourgeois-Bougrine, Todd Lubart

PMC · DOI: 10.3390/jintelligence14020021 · 2026-02-02

## 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.

## Key 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 of game attributes are presented: affordances and game mechanics. Eight types of affordances were identified: degree of flexibility, narrative, tools, environment, content creation, avatar, progression and replayability. Five types of game mechanics were also identified: originality, divergent thinking, convergent thinking, mental flexibility and creative dispositions. The learning situation within games represents a four-step cyclical experiential learning process: concrete experience, reflective observation, abstract conceptualization, and active experimentation. Lastly, the framework details enhancements in creativity due to gaming, supported by a literature review examining the impact of different game types on creativity.

## Full-text entities

- **Diseases:** violent (MESH:D001523), injury to (MESH:D014947), -wandering (MESH:D013009), EL (MESH:D007859)
- **Species:** Homo sapiens (human, species) [taxon 9606]

## Figures

1 figure with captions in the complete paper: https://tomesphere.com/paper/PMC12941428/full.md

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Source: https://tomesphere.com/paper/PMC12941428