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.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
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)
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)
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)
Luccini, A.M., Cheak, A.: Creativity and Games, http://www.galanoe.eu/index.php/home/665-creativity-and-games
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)
Playfoot, J., Hall, R.: The Serious Business of Play: How Gaming can Unlock Creativity and Foster Entrepreneurship. In: 15th UNESCO-APEID International Conference (2011)
De Bono, E.: Serious Creativity: Using the Power of Lateral Thinking to Create New Ideas. Harper Business (1992)
Csikszentmihalyi, M.: Flow. The psychology of Optimal Experience. Harper and Row (1990)
Duin, H., Baalsrud Hauge, J., Thoben, K.-D.: An Ideation Game Conception Based on the Synectics Method. On the Horizon 17, 286–295 (2009)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2014 Springer International Publishing Switzerland
About this paper
Cite this paper
Duin, H., Thoben, KD. (2014). The Construction of Serious Games Supporting Creativity in Student Labs. In: Ma, M., Oliveira, M.F., Baalsrud Hauge, J. (eds) Serious Games Development and Applications. SGDA 2014. Lecture Notes in Computer Science, vol 8778. Springer, Cham. https://doi.org/10.1007/978-3-319-11623-5_17
Download citation
DOI: https://doi.org/10.1007/978-3-319-11623-5_17
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-11622-8
Online ISBN: 978-3-319-11623-5
eBook Packages: Computer ScienceComputer Science (R0)