Advertisement

The Construction of Serious Games Supporting Creativity in Student Labs

  • Heiko Duin
  • Klaus-Dieter Thoben
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8778)

Abstract

Solving challenges and complexities of today’s businesses, organizational members need to come up with creative solutions that arise from joint ideation which harnesses the combined knowledge and abilities of people with different perspectives. Integrated to the creativity process is the act of play. Playing is considered as a powerful mechanism to support creativity, encourage exploration, inspire thinking out of the box and support cooperation and collaboration. Creativity is also the cornerstone of innovation and new product development generating a flow of new ideas ensuring not to stay behind of competitors in today’s economic world characterized by high volatility and increasingly complex, fast-paced change.

In a lecture given at the University of Bremen master degree students of industrial engineering and management were introduced to diverse creativity supporting techniques with the goal to extract creativity inspiring elements of the various techniques to be used in Serious Games constructed by those students using a given online multiplayer engine. This paper reports on the outcomes and discusses approach and results.

Keywords

creativity methods serious games for creativity game based learning game development student lab 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Fischer, G., Giaccardi, E., Eden, H., Sugimoto, M., Ye, Y.: Beyond binary choices: Integrating individual and social creativity. International Journal of Human-Computer Studies 63, 482–512 (2005)CrossRefGoogle Scholar
  2. 2.
    Hesmer, A., Hribernik, K., Baalsrud Hauge, J., Thoben, K.-D.: Supporting the Ideation Process by a Collaborative Online-based Toolset. International Journal of Technology Management 55, 218–225 (2011)CrossRefGoogle Scholar
  3. 3.
    Hauge, J.B., Duin, H., Thoben, K.-D.: The Evaluation of Serious Games Supporting Creativity through Student Labs. In: Ma, M., Oliveira, M.F., Petersen, S., Hauge, J.B. (eds.) SGDA 2013. LNCS, vol. 8101, pp. 188–199. Springer, Heidelberg (2013)CrossRefGoogle Scholar
  4. 4.
    Luccini, A.M., Cheak, A.: Creativity and Games, http://www.galanoe.eu/index.php/home/665-creativity-and-games
  5. 5.
    Craft, A.: Creativity in Schools. Tensions and Dilemmas. In: Jackson, N., Oliver, M., Shaw, M., Wisdom, J. (eds.) Developing Creativity in Higher Education: An Imaginative Curriculum, pp. 19–28. Routledge-Falmer, London (2006)Google Scholar
  6. 6.
    Playfoot, J., Hall, R.: The Serious Business of Play: How Gaming can Unlock Creativity and Foster Entrepreneurship. In: 15th UNESCO-APEID International Conference (2011)Google Scholar
  7. 7.
    De Bono, E.: Serious Creativity: Using the Power of Lateral Thinking to Create New Ideas. Harper Business (1992)Google Scholar
  8. 8.
    Csikszentmihalyi, M.: Flow. The psychology of Optimal Experience. Harper and Row (1990)Google Scholar
  9. 9.
    Duin, H., Baalsrud Hauge, J., Thoben, K.-D.: An Ideation Game Conception Based on the Synectics Method. On the Horizon 17, 286–295 (2009)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing Switzerland 2014

Authors and Affiliations

  • Heiko Duin
    • 1
  • Klaus-Dieter Thoben
    • 1
  1. 1.BIBA – Bremer Institut für Produktion und Logistik GmbHUniversity of BremenBremenGermany

Personalised recommendations