Skip to main content

2014 | OriginalPaper | Buchkapitel

Playful Creativity: Playing to Create Games on Surfaces

verfasst von : Alejandro Catala, Javier Jaen, Patricia Pons, Fernando Garcia-Sanjuan

Erschienen in: Playful User Interfaces

Verlag: Springer Singapore

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

Creativity is of vital importance for human development since it allows individuals and ultimately society to successfully overcome new challenges. Besides social factors, the environment can also influence the development of such an important skill. We therefore considered it of interest to explore this capacity in the context of new information technology and game-based learning. Tabletop systems greatly facilitate the characteristics behind creative processes such as communication, the exchange of ideas, and collaborative interaction between individuals. This chapter explores the suitability of interactive surfaces in collaborative creative tasks carried out by teenage students using software to create 2D game worlds for tabletops.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Fußnoten
1
Farseer Physics Engine in Codeplex: http://​farseerphysics.​codeplex.​com/​.
 
Literatur
Zurück zum Zitat Abt C (1970) Serious games. Viking Press, New York Abt C (1970) Serious games. Viking Press, New York
Zurück zum Zitat Aleinikov AG, Kackmeister S, Koenig R (2000) Creating creativity: 101 definitions (what Webster never told you). Alden B. Dow Creativity Center Press, New York Aleinikov AG, Kackmeister S, Koenig R (2000) Creating creativity: 101 definitions (what Webster never told you). Alden B. Dow Creativity Center Press, New York
Zurück zum Zitat Amabile T (1982) Social psychology of creativity: a consensual assessment technique. J Pers Soc Psychol 43(5):997–1013CrossRef Amabile T (1982) Social psychology of creativity: a consensual assessment technique. J Pers Soc Psychol 43(5):997–1013CrossRef
Zurück zum Zitat Amabile T (1983) The social psychology of creativity: a componential conceptualization. J Pers Soc Psychol 45:357–376CrossRef Amabile T (1983) The social psychology of creativity: a componential conceptualization. J Pers Soc Psychol 45:357–376CrossRef
Zurück zum Zitat Baer J, McKool SS (2009) Handbook of research on assessment technologies, methods, and applications in higher education. In: Christopher GSS (ed) Handbook of research on assessment technologies, methods, and applications in higher education. Information Science Publishing, Hershey Baer J, McKool SS (2009) Handbook of research on assessment technologies, methods, and applications in higher education. In: Christopher GSS (ed) Handbook of research on assessment technologies, methods, and applications in higher education. Information Science Publishing, Hershey
Zurück zum Zitat Begel A (1996) LogoBlocks: a graphical programming language for interacting with the world. Electrical Engineering and Computer Science Department. MIT, Cambridge, MA Begel A (1996) LogoBlocks: a graphical programming language for interacting with the world. Electrical Engineering and Computer Science Department. MIT, Cambridge, MA
Zurück zum Zitat Beghetto RA (2007) Creativity research and the classroom: from pitfalls to potential. In: Tan AG (ed) Creativity: a handbook for teachers. World Scientific, Singapore Beghetto RA (2007) Creativity research and the classroom: from pitfalls to potential. In: Tan AG (ed) Creativity: a handbook for teachers. World Scientific, Singapore
Zurück zum Zitat Beghetto RA, Kaufman JC (2007) Toward a broader conception of creativity: a case for “mini-c” creativity. Psychol Aesthetics Creativity Arts 1(2):73–79CrossRef Beghetto RA, Kaufman JC (2007) Toward a broader conception of creativity: a case for “mini-c” creativity. Psychol Aesthetics Creativity Arts 1(2):73–79CrossRef
Zurück zum Zitat Buisine S, Besacier G, Najm M, Aoussat A, Vernier F (2007) Computer-supported creativity: evaluation of a tabletop mind-map application. In: Proceedings of the 7th international conference on engineering psychology and cognitive ergonomics, Berlin, Heidelberg, pp 22–31 Buisine S, Besacier G, Najm M, Aoussat A, Vernier F (2007) Computer-supported creativity: evaluation of a tabletop mind-map application. In: Proceedings of the 7th international conference on engineering psychology and cognitive ergonomics, Berlin, Heidelberg, pp 22–31
Zurück zum Zitat Catalá A, Jaen J, Martinez-Villaronga AA, Mocholi JA (2011) AGORAS: exploring creative learning on tangible user interfaces. In: 2011 IEEE 35th annual computer software and applications conference (COMPSAC), pp 326–335 Catalá A, Jaen J, Martinez-Villaronga AA, Mocholi JA (2011) AGORAS: exploring creative learning on tangible user interfaces. In: 2011 IEEE 35th annual computer software and applications conference (COMPSAC), pp 326–335
Zurück zum Zitat Catalá A, Garcia-Sanjuan F, Azorin J, Jaen J, Mocholi JA (2012a) Exploring direct communication and manipulation on interactive surfaces to foster novelty in a creative learning environment. Int J Comput Sci Res Appl 2(1):15–24 Catalá A, Garcia-Sanjuan F, Azorin J, Jaen J, Mocholi JA (2012a) Exploring direct communication and manipulation on interactive surfaces to foster novelty in a creative learning environment. Int J Comput Sci Res Appl 2(1):15–24
Zurück zum Zitat Catalá A, Garcia-Sanjuan F, Jaen J, Mocholi JA (2012b) TangiWheel: a widget for manipulating collections on tabletop displays supporting hybrid input modality. J Comput Sci Technol 27(4):811–829CrossRef Catalá A, Garcia-Sanjuan F, Jaen J, Mocholi JA (2012b) TangiWheel: a widget for manipulating collections on tabletop displays supporting hybrid input modality. J Comput Sci Technol 27(4):811–829CrossRef
Zurück zum Zitat Catalá A, Garcia-Sanjuan F, Pons P, Jaen J, Mocholi JA (2012c) AGORAS: towards collaborative game-based learning experiences on surfaces. In: Proceedings of the international conference on cognition and exploratory learning (CELDA 2012), pp 147–154, IADIS, Madrid, 19–21 October, 2012. ISBN 978-989-8533-12-8 Catalá A, Garcia-Sanjuan F, Pons P, Jaen J, Mocholi JA (2012c) AGORAS: towards collaborative game-based learning experiences on surfaces. In: Proceedings of the international conference on cognition and exploratory learning (CELDA 2012), pp 147–154, IADIS, Madrid, 19–21 October, 2012. ISBN 978-989-8533-12-8
Zurück zum Zitat Catalá A, Jaen J, van Dijk B, Jordà S (2012d) Exploring tabletops as an effective tool to foster creativity traits. In: Proceedings of the sixth international conference on tangible, embedded and embodied interaction, New York, NY, USA, pp 143–150 Catalá A, Jaen J, van Dijk B, Jordà S (2012d) Exploring tabletops as an effective tool to foster creativity traits. In: Proceedings of the sixth international conference on tangible, embedded and embodied interaction, New York, NY, USA, pp 143–150
Zurück zum Zitat Catalá A, Jaen J, Pons P, Garcia-Sanjuan F (2013a) Creativity and entertainment: experiences and future challenges, I. In: Spanish symposium on entertainment computing (SEED) Catalá A, Jaen J, Pons P, Garcia-Sanjuan F (2013a) Creativity and entertainment: experiences and future challenges, I. In: Spanish symposium on entertainment computing (SEED)
Zurück zum Zitat Catalá A, Pons P, Jaen J, Mocholi JA, Navarro E (2013b) A meta-model for dataflow-based rules in smart environments: evaluating user comprehension and performance. Sci Comput Program 78(10):1930–1950CrossRef Catalá A, Pons P, Jaen J, Mocholi JA, Navarro E (2013b) A meta-model for dataflow-based rules in smart environments: evaluating user comprehension and performance. Sci Comput Program 78(10):1930–1950CrossRef
Zurück zum Zitat Csikszentmihalyi M (1991) Flow: the psychology of optimal experience. Harper Perennial, New York Csikszentmihalyi M (1991) Flow: the psychology of optimal experience. Harper Perennial, New York
Zurück zum Zitat Dillenbourg P, Evans M (2011) Interactive tabletops in education, I. J. Comput-Support Collab Learn 6(4):491–514CrossRef Dillenbourg P, Evans M (2011) Interactive tabletops in education, I. J. Comput-Support Collab Learn 6(4):491–514CrossRef
Zurück zum Zitat Ellis H, Heppell S, Kirriemuir J, Krotski A, McFarlane A (2006) Unlimited learning: computer and video games in the learning landscape. ELSPA Entertainment and Leisure Software Publishers Association, pp 1–66 Ellis H, Heppell S, Kirriemuir J, Krotski A, McFarlane A (2006) Unlimited learning: computer and video games in the learning landscape. ELSPA Entertainment and Leisure Software Publishers Association, pp 1–66
Zurück zum Zitat EU (2009) Progress Report: Chapter IV—enhancing creativity and Innovation, including enterpreneurship at all levels of education and training. In: Towards the Lisbon objectives in education and training, indicators and benchmarks, European Commission EU (2009) Progress Report: Chapter IV—enhancing creativity and Innovation, including enterpreneurship at all levels of education and training. In: Towards the Lisbon objectives in education and training, indicators and benchmarks, European Commission
Zurück zum Zitat Farooq U, Carroll JM, Ganoe CH (2007) Supporting creativity with awareness in distributed collaboration. In: Proceedings of the 2007 international ACM conference on supporting group work, New York, NY, USA, pp 31–40 Farooq U, Carroll JM, Ganoe CH (2007) Supporting creativity with awareness in distributed collaboration. In: Proceedings of the 2007 international ACM conference on supporting group work, New York, NY, USA, pp 31–40
Zurück zum Zitat Forster F (2009) Improving creative thinking abilities using a generic collaborative creativity support system. In: M-ICTE’09, pp 539–543 Forster F (2009) Improving creative thinking abilities using a generic collaborative creativity support system. In: M-ICTE’09, pp 539–543
Zurück zum Zitat Friess MR, Kleinhans M, Forster F, Echtler F, Groh G (2010) A tabletop interface for generic creativity techniques. In: International conference on interfaces and human computer interaction (IHCI 2010) Friess MR, Kleinhans M, Forster F, Echtler F, Groh G (2010) A tabletop interface for generic creativity techniques. In: International conference on interfaces and human computer interaction (IHCI 2010)
Zurück zum Zitat Geyer F, Klinkhammer D, Reiterer H (2010) Supporting creativity workshops with interactive tabletops and digital pen and paper. In: ACM international conference on interactive tabletops and surfaces, New York, NY, USA, pp 261–262 Geyer F, Klinkhammer D, Reiterer H (2010) Supporting creativity workshops with interactive tabletops and digital pen and paper. In: ACM international conference on interactive tabletops and surfaces, New York, NY, USA, pp 261–262
Zurück zum Zitat Good J, Howland K, Nicholson K (2010) Young people’s descriptions of computational rules in role-playing games: an empirical study. In: Proceedings of the 2010 IEEE symposium on visual languages and human-centric computing, Washington, DC, USA, pp 67–74 Good J, Howland K, Nicholson K (2010) Young people’s descriptions of computational rules in role-playing games: an empirical study. In: Proceedings of the 2010 IEEE symposium on visual languages and human-centric computing, Washington, DC, USA, pp 67–74
Zurück zum Zitat Gros B (2007) The design of learning environments using videogames in formal education. In: Proceedings of the the first IEEE international workshop on digital game and intelligent toy enhanced learning, Washington, DC, USA, pp 19–24 Gros B (2007) The design of learning environments using videogames in formal education. In: Proceedings of the the first IEEE international workshop on digital game and intelligent toy enhanced learning, Washington, DC, USA, pp 19–24
Zurück zum Zitat Jordà S, Geiger G, Alonso M, Kaltenbrunner M (2007) The reacTable: exploring the synergy between live music performance and tabletop tangible interfaces. In: Proceedings of the 1st international conference on tangible and embedded interaction, New York, NY, USA, pp 139–146 Jordà S, Geiger G, Alonso M, Kaltenbrunner M (2007) The reacTable: exploring the synergy between live music performance and tabletop tangible interfaces. In: Proceedings of the 1st international conference on tangible and embedded interaction, New York, NY, USA, pp 139–146
Zurück zum Zitat Kelleher C, Pausch R (2005) Lowering the barriers to programming: a taxonomy of programming environments and languages for novice programmers. ACM Comput Surv 37(2):83–137CrossRef Kelleher C, Pausch R (2005) Lowering the barriers to programming: a taxonomy of programming environments and languages for novice programmers. ACM Comput Surv 37(2):83–137CrossRef
Zurück zum Zitat Lu F, Tian F, Jiang Y, Cao X, Luo W, Li G, Zhang X, Dai G, Wang H (2011) ShadowStory: creative and collaborative digital storytelling inspired by cultural heritage. In: Proceedings of the SIGCHI conference on human factors in computing systems, New York, NY, USA, pp 1919–1928 Lu F, Tian F, Jiang Y, Cao X, Luo W, Li G, Zhang X, Dai G, Wang H (2011) ShadowStory: creative and collaborative digital storytelling inspired by cultural heritage. In: Proceedings of the SIGCHI conference on human factors in computing systems, New York, NY, USA, pp 1919–1928
Zurück zum Zitat Maloney J, Burd L, Kafai Y, Rusk N, Silverman B, Resnick M (2004) Scratch: a sneak preview. In: Proceedings of the second international conference on creating, connecting and collaborating through computing, Washington, DC, USA, pp 104–109 Maloney J, Burd L, Kafai Y, Rusk N, Silverman B, Resnick M (2004) Scratch: a sneak preview. In: Proceedings of the second international conference on creating, connecting and collaborating through computing, Washington, DC, USA, pp 104–109
Zurück zum Zitat McFarlane A, Sparrowhawk A, Heald Y (2002) Report on the educational use of games, TEEM/DfES McFarlane A, Sparrowhawk A, Heald Y (2002) Report on the educational use of games, TEEM/DfES
Zurück zum Zitat Michael DR, Chen S (2006) Serious games: games that educate, train, and inform. Thomson Course Technology, London Michael DR, Chen S (2006) Serious games: games that educate, train, and inform. Thomson Course Technology, London
Zurück zum Zitat Pane JF, Ratanamahatana CA, Myers BA (2001) Studying the language and structure in non-programmers solutions to programming problems. Int J Hum-Comput Stud 54(2):237–264CrossRef Pane JF, Ratanamahatana CA, Myers BA (2001) Studying the language and structure in non-programmers solutions to programming problems. Int J Hum-Comput Stud 54(2):237–264CrossRef
Zurück zum Zitat Parkes AJ, Raffle HS, Ishii H (2008) Topobo in the wild: longitudinal evaluations of educators appropriating a tangible interface. In: Proceedings of the SIGCHI conference on human factors in computing systems CHI’08, pp 1129–1138 Parkes AJ, Raffle HS, Ishii H (2008) Topobo in the wild: longitudinal evaluations of educators appropriating a tangible interface. In: Proceedings of the SIGCHI conference on human factors in computing systems CHI’08, pp 1129–1138
Zurück zum Zitat Pierce JL, Kostova T, Dirks KT (2003) The state of psychological ownership integrating and extending a century of research. Rev Gen Psychol 7(1):84–107CrossRef Pierce JL, Kostova T, Dirks KT (2003) The state of psychological ownership integrating and extending a century of research. Rev Gen Psychol 7(1):84–107CrossRef
Zurück zum Zitat Pons P, Catalá A, Jaen J (2013) TanRule: a rule editor for behavior specification on tabletops. Extended Abstracts of the ACM Tangible, Embedded and Embodied Interaction (TEI 2013), pp 1–8 Pons P, Catalá A, Jaen J (2013) TanRule: a rule editor for behavior specification on tabletops. Extended Abstracts of the ACM Tangible, Embedded and Embodied Interaction (TEI 2013), pp 1–8
Zurück zum Zitat Resnick M (2002) Rethinking learning in the digital age. In: Kirkman G (ed) The global information technology report: readiness for the networked world. Oxford University Press, Oxford Resnick M (2002) Rethinking learning in the digital age. In: Kirkman G (ed) The global information technology report: readiness for the networked world. Oxford University Press, Oxford
Zurück zum Zitat Richards R (2007) Everyday creativity: our hidden potential. In: Richards R (ed) Everyday creativity and new views of human nature: psychological, social and spiritual perspectives. American Psychological Association, Washington, DCCrossRef Richards R (2007) Everyday creativity: our hidden potential. In: Richards R (ed) Everyday creativity and new views of human nature: psychological, social and spiritual perspectives. American Psychological Association, Washington, DCCrossRef
Zurück zum Zitat Runco MA (2010) Creativity: theories and themes: research, development, and practice. Elsevier Science, Amsterdam Runco MA (2010) Creativity: theories and themes: research, development, and practice. Elsevier Science, Amsterdam
Zurück zum Zitat Sylla C, Branco P, Coutinho C, Coquet E, Skaroupka D (2011) TOK: a tangible interface for storytelling. CHI’11 extended abstracts on human factors in computing systems, New York, NY, USA, pp 1363–1368 Sylla C, Branco P, Coutinho C, Coquet E, Skaroupka D (2011) TOK: a tangible interface for storytelling. CHI’11 extended abstracts on human factors in computing systems, New York, NY, USA, pp 1363–1368
Zurück zum Zitat Vandoren P, Van Laerhoven T, Claesen L, Taelman J, Raymaekers C, Van Reeth F (2008) IntuPaint: bridging the gap between physical and digital painting. In: 3rd IEEE international workshop on horizontal interactive human computer systems, 2008. TABLETOP 2008, pp 65–72 Vandoren P, Van Laerhoven T, Claesen L, Taelman J, Raymaekers C, Van Reeth F (2008) IntuPaint: bridging the gap between physical and digital painting. In: 3rd IEEE international workshop on horizontal interactive human computer systems, 2008. TABLETOP 2008, pp 65–72
Zurück zum Zitat Vyas D, Nijholt A (2010) Building boundaries on boundary objects: a field study of a Ubicomp tool in a design studio. Int Rep Socio-Informatics7(1):282–299 Vyas D, Nijholt A (2010) Building boundaries on boundary objects: a field study of a Ubicomp tool in a design studio. Int Rep Socio-Informatics7(1):282–299
Zurück zum Zitat Vyas D, Nijholt A, Heylen D, Kröner A, van der Veer G (2010a) Remarkable objects: supporting collaboration in a creative environment. In: Proceedings of the 12th ACM international conference on ubiquitous computing, New York, NY, USA, pp 37–40 Vyas D, Nijholt A, Heylen D, Kröner A, van der Veer G (2010a) Remarkable objects: supporting collaboration in a creative environment. In: Proceedings of the 12th ACM international conference on ubiquitous computing, New York, NY, USA, pp 37–40
Zurück zum Zitat Vyas D, Nijholt A, Kröner A (2010b) CAM: a collaborative object memory system. Mobile HCI, pp 415–416 Vyas D, Nijholt A, Kröner A (2010b) CAM: a collaborative object memory system. Mobile HCI, pp 415–416
Zurück zum Zitat Wang J, Farooq U, Carroll JM (2010) Does design rationale enhance creativity? Hum Technol Interdiscipl J Hum ICT Environ 6(1):129–149 Wang J, Farooq U, Carroll JM (2010) Does design rationale enhance creativity? Hum Technol Interdiscipl J Hum ICT Environ 6(1):129–149
Zurück zum Zitat Wigdor D, Wixon D (2011) Brave NUI world: designing natural user interfaces for touch and gesture, 1st edn. Morgan Kaufmann, San Francisco Wigdor D, Wixon D (2011) Brave NUI world: designing natural user interfaces for touch and gesture, 1st edn. Morgan Kaufmann, San Francisco
Metadaten
Titel
Playful Creativity: Playing to Create Games on Surfaces
verfasst von
Alejandro Catala
Javier Jaen
Patricia Pons
Fernando Garcia-Sanjuan
Copyright-Jahr
2014
Verlag
Springer Singapore
DOI
https://doi.org/10.1007/978-981-4560-96-2_14