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Towards a Research Agenda for Gameful Creativity

Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearchpeer-review

Documents

  • Sarah-Kristin Thiel
  • ,
  • Christian Remy
  • ,
  • Licinio Roque, University of Coimbra
  • ,
  • Rita Orji, Dalhousie University
  • ,
  • Peter Dalsgaard
  • Celine Latulipe, University of North Carolina
  • ,
  • Sayan Sarcar, University of Tsukuba

We propose a one-day workshop that focuses on the intersection of gamefulness and creativity. The objective of this workshop is to bring together both researchers and practitioners interested in this field to discuss a research agenda that will explore the relationship between game-related aspects (e.g. game play, game genres) and creative thinking. Embracing the interdisciplinarity of creativity, we invite researchers from a variety of fields including but not limited to games, gamification, playfulness and creativity research. In a highly interactive format, we aim to consolidate previous work, identify relevant areas for future research, and discuss methods to assess the effectiveness of gamefulness on individuals’ creative potential. As outcomes of the workshop we hope to set a research agenda and establish a vibrant community around the domain of gamefulness and creativity.

Original languageEnglish
Title of host publicationDIS 2019 Companion - Companion Publication of the 2019 ACM Designing Interactive Systems Conference
Number of pages4
Place of publicationNew York
PublisherAssociation for Computing Machinery
Publication year2019
Pages393-396
ISBN (print)978-1-4503-6270-2/19/06
ISBN (Electronic)9781450362702
Publication statusPublished - 2019
EventDesigning Interactive Systems: ACM International Conference Series - San Diego, United States
Duration: 23 May 201928 May 2019
https://dis2019.com/

Conference

ConferenceDesigning Interactive Systems
LandUnited States
BySan Diego
Periode23/05/201928/05/2019
Internetadresse
SeriesACM conference on Designing Interactive Systems

    Research areas

  • Creative processes, Creative tools, Creativity, Divergent thinking, Gamefulness, Games, Gamification

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