Research data supporting "Computer Games for Design Creativity Research: Opportunities and Challenges"
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i. "JournalsSearched.xlsx" - List of the journals searched in the literature review and rationale for the inclusion in the search pool.
ii. "GamesReportedinLiterature.xlsx" - Summary of the games reported in the literature and their classification according to the G/P/S model. Obs.: Gameplay (G): game-based - GB (when there are clear goals) or play-based – PB (when no goals are present). Purpose (P): message broadcasting – MB (educative, informative, persuasive, subjective), training - T (mental or physical) and data exchange - DE (e.g. games for scientific data collection). Scope, subdivided into market/context (e.g. military, healthcare, education, corporate, scientific research, etc.) and public (general public, professionals and students). Note that COTS games were classified as targeting a general player base, since they are adapted to fulfil researches goals, rather than custom made to tailor cater to a particular population.
iii. "GamesIdentified.xlsx" - List of the games analysed with a summary of their core features. Abbreviations: Systematic Search (Syst. S.), Organic Search (Org. S.), Action (ACT), Adventure (ADV), Casual (CAS), Early Access (EAC), Free to Play (F2P), Indie (IND), Massively Multiplayer (MMP), Racing (RAC), RPG (RPG), Simulation (SIM), Sports (SPT), Strategy (STR)
iv. "GameUseChallenges.xlsx" - Summary of the reported challenges of using games for design creativity research. ‘No.’ indicates how many papers reported a specific challenge.
v. "GameUseOpportunities.xlsx" - Summary of the reported opportunities of using games for design creativity research. ‘No.’ indicates how many papers reported a specific opportunity.
vi. "GameFeatures.xlsx" - Summary of the most recurrent game features for design creativity research reported. ‘No.’ indicates how many papers reported a specific feature.
vii. readme.txt - Information on the support material available.