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Comparing Ideation Techniques for Games Education: SCAMPER, Gamicards, Brainstorming

Published: 24 August 2020 Publication History

Abstract

We conducted a comparative study of two structured (SCAMPER, Playgen AddingPlay card kit) and one unstructured (free brainstorming) ideation techniques, aiming to establish their suitability for game design education. We collected data about the techniques’ productivity, ease of use, and enjoyability from 100 participants in 60-minute game ideation workshops. Contrary to expectations, the data revealed no statistically significant differences between the techniques. The unexpected results led us to reconsider some of our starting assumptions, pointing to the complex nature of counting and evaluating ideas. Based on this, the discussion outlines some suggestions for future research into ideation in games education.

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Cited By

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  • (2024)The Effectiveness of Using the SCAMPER Programme to Learn the Basic Fundamentals of FutsalPubmedia Jurnal Pendidikan Olahraga10.47134/jpo.v1i3.3431:3(8)Online publication date: 15-Apr-2024
  • (2021)Interaction Modelling for IoT2021 28th Asia-Pacific Software Engineering Conference (APSEC)10.1109/APSEC53868.2021.00020(120-129)Online publication date: Dec-2021

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cover image ACM Other conferences
ICGJ '20: Proceedings of the 5th International Conference on Game Jams, Hackathons and Game Creation Events
August 2020
33 pages
ISBN:9781450387804
DOI:10.1145/3409456
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 24 August 2020

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Author Tags

  1. creativity
  2. digital games
  3. game design
  4. games education
  5. ideation

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ICGJ20

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Overall Acceptance Rate 23 of 43 submissions, 53%

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View all
  • (2024)The Effectiveness of Using the SCAMPER Programme to Learn the Basic Fundamentals of FutsalPubmedia Jurnal Pendidikan Olahraga10.47134/jpo.v1i3.3431:3(8)Online publication date: 15-Apr-2024
  • (2021)Interaction Modelling for IoT2021 28th Asia-Pacific Software Engineering Conference (APSEC)10.1109/APSEC53868.2021.00020(120-129)Online publication date: Dec-2021

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