000 | 05182cam a2200601Ii 4500 | ||
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001 | ocn916446453 | ||
003 | OCoLC | ||
005 | 20190328114813.0 | ||
006 | m o d | ||
007 | cr cnu---unuuu | ||
008 | 150807s2015 ne a ob 001 0 eng d | ||
040 |
_aN$T _beng _erda _epn _cN$T _dEBLCP _dN$T _dOCLCO _dIDEBK _dYDXCP _dOCLCF _dOCLCO _dDEBSZ _dOCLCO _dCDX _dORU _dOCLCO _dUIU _dOCLCO _dDEBBG _dWAU _dNLE _dOPELS _dZ5A _dOCLCQ _dMERUC _dGBVCP _dOCLCO _dU3W _dUUM _dWRM _dCNCGM _dOCLCQ _dOCLCA _dFEM _dLVT _dUAB _dNRC _dUKMGB _dMERER _dOCLCQ _dWYU _dOCLCQ _dH9Z |
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016 | 7 |
_a017993070 _2Uk |
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019 |
_a931603882 _a968064421 _a1066444180 |
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020 |
_a9780128017050 _q(electronic bk.) |
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020 |
_a0128017058 _q(electronic bk.) |
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020 | _z9780128014622 | ||
020 | _z0128014628 | ||
035 |
_a(OCoLC)916446453 _z(OCoLC)931603882 _z(OCoLC)968064421 _z(OCoLC)1066444180 |
||
050 | 4 |
_aGV1469.34.P79 _bV53 2015 |
|
072 | 7 |
_aGAM _x013000 _2bisacsh |
|
082 | 0 | 4 |
_a794.801/9 _223 |
245 | 0 | 0 |
_aVideo games and creativity / _h[electronic resource] _cedited by Garo P. Green and James C. Kaufman. |
264 | 1 |
_aAmsterdam : _bElsevier, Academic Press, _c2015. |
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264 | 4 | _c�2015 | |
300 |
_a1 online resource (xx, 309 pages) : _billustrations. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_atext file _2rda |
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490 | 1 | _aExplorations in creativity research | |
588 | 0 | _aOnline resource; title from PDF title page (EBSCO, viewed August 10, 2015). | |
504 | _aIncludes bibliographical references and index. | ||
505 | 0 | _aCreativity and video game play. Video games and creativity / Linda A. Jackson and Alexander I. Games ; The impact of video game play on human (and orc) creativity / Nicholas D. Bowman, Rachel Kowert and Christopher J. Ferguson ; Video games and malevolent creativity : does one thing lead to another? / David H. Cropley ; Problem solving through 'cheating" in video games / Karla R. Hamlen and Fran C. Blumberg ; Opportunities and challenges in assessing and supporting creativity in video games / Yoon J. Kim and Valerie J. Shute ; Content, collaboration, and creativity in virtual worlds / Thomas B. Ward -- Creativity and video games in education. Teaching creativity : theoretical models and applications / Jorge A. Blanco-Herrera, Christopher L. Groves, Ann M. Lewis and Douglas A. Gentile ; Teachers designing learning games : impact on creativity / Frederique Frossard, Anna Trifonova and Mario Barajas ; Cognitive brain training, video games, and creativity / Oshin Vartanian and Erin L. Beatty ; Game narrative, interactive fiction, and storytelling : creating a "time for telling" in the classroom / Michael F. Young, Stephen T. Slota, Roger Travi and Beomkyu Choi -- Creativity and video game development. Creating code creatively : automated discovery of game mechanics through code generation / Michael Cook ; Patented creativity : reflecting on video game patents / Casey O'Donnell ; Tension and opportunity : creativity in the video gaming medium / Grant Tavinor ; Creative interactivity : customizing and creating game content / Katharina-Marie Behr, Richard Huskey and Rene Weber. | |
520 | _aVideo games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity?Is there a place for video games in the classroom?What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success. | ||
650 | 0 |
_aVideo games _xPsychological aspects. |
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650 | 0 | _aCreative ability. | |
650 | 0 | _aVideo games and children. | |
650 | 7 |
_aGAMES _xVideo & Electronic. _2bisacsh |
|
650 | 7 |
_aCreative ability. _2fast _0(OCoLC)fst00882417 |
|
650 | 7 |
_aVideo games and children. _2fast _0(OCoLC)fst01166443 |
|
650 | 7 |
_aVideo games _xPsychological aspects. _2fast _0(OCoLC)fst01166438 |
|
650 | 7 |
_aComputerspiel _2gnd _0(DE-588)4010457-6 |
|
650 | 7 |
_aKreativit�at _2gnd _0(DE-588)4032903-3 |
|
650 | 7 |
_aKreativit�atstraining _2gnd _0(DE-588)4165555-2 |
|
655 | 4 | _aElectronic books. | |
655 | 0 | _aElectronic book. | |
700 | 1 |
_aGreen, Garo, _eeditor. |
|
700 | 1 |
_aKaufman, James C., _eeditor. |
|
776 | 0 | 8 |
_iPrint version: _tVideo games and creativity. _dAmsterdam ; Boston ; Heidelberg ; London ; New York ; Oxford ; Paris ; San Diego ; San Francisco ; Singapore ; Sydney ; Tokyo : Elsevier : Academic Press, [2015] _z9780128014622 _w(OCoLC)909330174 |
830 | 0 | _aExplorations in creativity research. | |
856 | 4 | 0 |
_3ScienceDirect _uhttp://www.sciencedirect.com/science/book/9780128014622 |
999 |
_c247245 _d247245 |