Abstract | ||
---|---|---|
This paper advocated 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 made the case for explicit creativity support in serious games, which is applied to inform a serious game developed to train carers in creativity techniques to deliver more person-centred care to people with dementia. |
Year | DOI | Venue |
---|---|---|
2013 | 10.1145/2466627.2466668 | Creativity & Cognition |
Keywords | Field | DocType |
software tool,explicit creativity support,serious game,creativity technique,person-centred care,creativity support tool,dementia care,wide range,recent year,computer-based serious game,creativity | Computer science,Exploit,Human–computer interaction,Software,Creativity technique,Creativity,Multimedia,Game based learning,Dementia | Conference |
Citations | PageRank | References |
0 | 0.34 | 2 |
Authors | ||
6 |
Name | Order | Citations | PageRank |
---|---|---|---|
Anja Sisarica | 1 | 1 | 0.70 |
Neil A. M. Maiden | 2 | 2419 | 207.41 |
Dalia Morosini | 3 | 3 | 1.15 |
Lucia Panesse | 4 | 0 | 0.34 |
Kevin Pudney | 5 | 16 | 3.46 |
Malcolm Rose | 6 | 14 | 2.72 |