Computer Games for Design Creativity Research: Opportunities and Challenges
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Abstract
This paper discusses opportunities and challenges related to the use of computer games for design creativity research and education. Two bodies of work were analysed: scientific papers published in design and creativity journals and commercial computer games available at Steam game platform. The qualitative analysis of the papers reviewed (n=21) uncovered the core issues and benefits verified by researchers when using games, as well as the main features employed. Data analysis from the games selected (n=68) enabled the identification of games genre, features and related aspects that contributed towards addressing current research limitations. The discussions contribute towards an increased awareness of possible uses of games for design and research education.