A framework for analysing creative activity within puzzle-game play experiences

Inchamnan, Wilawan (2015) A framework for analysing creative activity within puzzle-game play experiences. Professional Doctorate by Publication, Queensland University of Technology.

Abstract

This thesis is an analyzing creative processes that can be fostered through computer gaming. Outcomes from the research build on our knowledge of how computer games foster creative thinking. The research proposes guidelines that build upon our understanding of the relationship between the creative processes that players undertake during a game and the components of the game that allow these processes to occur. These guidelines may be used in the game design process to better facilitate creative gameplay activity. A significant research contribution is the ability to create games that facilitate creative thinking through engaging interactions with technology.

Impact and interest:

Citation counts are sourced monthly from Scopus and Web of Science® citation databases.

These databases contain citations from different subsets of available publications and different time periods and thus the citation count from each is usually different. Some works are not in either database and no count is displayed. Scopus includes citations from articles published in 1996 onwards, and Web of Science® generally from 1980 onwards.

Citations counts from the Google Scholar™ indexing service can be viewed at the linked Google Scholar™ search.

Full-text downloads:

42 since deposited on 25 Mar 2015
22 in the past twelve months

Full-text downloads displays the total number of times this work’s files (e.g., a PDF) have been downloaded from QUT ePrints as well as the number of downloads in the previous 365 days. The count includes downloads for all files if a work has more than one.

ID Code: 82214
Item Type: QUT Thesis (Professional Doctorate by Publication)
Supervisor: Wyeth, Peta & Johnson, Daniel
Keywords: Behaviour Analysis, Creative Components, Creative Potential, Creativity-relevant Skill, Domain-relevant Skill, Expert Review, Player Experience of Need Satisfaction (PENS), Player Experience, Puzzle Games, Task Motivation
Divisions: Current > Schools > School of Electrical Engineering & Computer Science
Current > QUT Faculties and Divisions > Science & Engineering Faculty
Institution: Queensland University of Technology
Deposited On: 25 Mar 2015 06:35
Last Modified: 08 Sep 2015 06:26

Export: EndNote | Dublin Core | BibTeX

Repository Staff Only: item control page