Sisarica, A., Maiden, N., Morosini, D., Panesse, L., Pudney, K. & Rose, M. (2013). Creativity Support in a Serious Game for Dementia Care. Paper presented at the 9th ACM Conference on Creativity & Cognition, 17-06-2013 - 20-06-2013, Sydney, Australia.
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This paper advocates the use of computer-based serious games as a form of creativity support tool. Whilst the use of serious games has grown considerably in recent years, support for players to think creatively is often implicit in the game, and does not exploit the wide range of creativity techniques and software tools available. This paper makes the case for explicit creativity support in serious games, explores how implicit creativity support can be delivered in game play, and extends one reported model of serious game play with activities in which players deploy different forms of supported creative thinking. The model is then applied to inform 2 versions of a serious game developed to train carers in creativity techniques to deliver more person-centered care to people with dementia. Each version of the game was delivered as a prototype to support playtesting of the game and its effect on carer training.
|Item Type:||Conference or Workshop Item (Paper)|
|Additional Information:||© ACM 2013. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in Proceedings of the 9th ACM Conference on Creativity & Cognition, http://dx.doi.org/10.1145/2466627.2466668|
|Uncontrolled Keywords:||Creativity, serious games, dementia care, problem solving, model, reflective learning, game-based learning, design, playtesting, storytelling|
|Subjects:||Q Science > QA Mathematics > QA75 Electronic computers. Computer science|
|Divisions:||School of Informatics > Centre for Human Computer Interaction Design|
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