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Original Articles

Video Games can Increase Creativity, but with Caveats

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Read on this site (3)

Seyedahmad Rahimi. (2023) Going Beyond the Brick: Assessing and Supporting Creativity Using AI-Powered Digital Games. Creativity Research Journal 0:0, pages 1-9.
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Seyedahmad Rahimi, Justice T. Walker, Lin Lin-Lipsmeyer & Jinnie Shin. (2023) Toward Defining and Assessing Creativity in Sandbox Games. Creativity Research Journal 0:0, pages 1-19.
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Johanna Hall, Ursula Stickler, Christothea Herodotou & Ioanna Iacovides. (2021) Using Reflexive Photography to Investigate Design Affordances for Creativity in Digital Entertainment Games. International Journal of Human–Computer Interaction 37:9, pages 867-883.
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Articles from other publishers (32)

Daria Bukhalenkova & Olga Almazova. (2023) Active screen time and imagination in 5–6-years-old children. Frontiers in Psychology 14.
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Maxence Mercier & Todd Lubart. (2023) Video Games Can Enhance Creativity: the Mediating Role of Psychological Capital. Journal of Creativity, pages 100050.
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Veljko AleksićV.V. & Dionysios PolitisV.V.. (2023) The impact of interactive digital technology exposure on generation Z students learning performance in computer graphics and simulations: A comparative study of Greece and Serbia. Inovacije u nastavi 36:2, pages 1-16.
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Juan Oscarido, Zulfikar Airlangga Siswanto, Devin Akwila Maleke & Alexander Agung Santoso Gunawan. (2023) The impact of competitive FPS video games on human's decision-making skills. Procedia Computer Science 216, pages 539-546.
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Karen Schrier, Sawsan Eskander, Gregory Beaudoin, Nicholas Fisher, Paul Harden, Samuel Levine, Katie Sarnecky, Alyssa Shaenfield & Erin Alvarico. 2023. Creativity and Morality. Creativity and Morality 221 254 .
Esdras Paravizo & Nathan Crilly. 2023. Design Computing and Cognition’22. Design Computing and Cognition’22 379 396 .
Renate Andersen & Mikkel Rustad. (2022) Using Minecraft as an educational tool for supporting collaboration as a 21st century skill. Computers and Education Open 3, pages 100094.
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Iván Sánchez-López, Rosabel Roig-Vila & Amor Pérez-Rodríguez. (2022) Metaverse and education: the pioneering case of Minecraft in immersive digital learning. El Profesional de la información.
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Georg Volkmar, Dmitry Alexandrovsky, Asmus Eike Eilks, Dirk Queck, Marc Herrlich & Rainer Malaka. (2022) Effects of PCG on Creativity in Playful City-Building Environments in VR. Proceedings of the ACM on Human-Computer Interaction 6:CHI PLAY, pages 1-20.
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S. Supraja, Sophia Tan, Fun Siong Lim, Beng Koon Ng, Shen Yong Ho & Andy W. H. Khong. (2022) Freshmen Orientation Program Using Minecraft: Designed by Students for Students during the Covid-19 Pandemic. Freshmen Orientation Program Using Minecraft: Designed by Students for Students during the Covid-19 Pandemic.
Jungim Mun. (2022) The Effect of Game Playing and Goal Orientation on Creativity. Frontiers in Psychology 13.
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Chuen-Tsai Sun, Kuan-Ting Chou & Hsiu Chen Yu. (2022) Relationship between digital game experience and problem-solving performance according to a PISA framework. Computers & Education 186, pages 104534.
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Jennifer Haase & Paul H. P. Hanel. (2022) Priming creativity: Doing math reduces creativity and happiness whereas playing short online games enhance them. Frontiers in Education 7.
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Richard Wiseman & Caroline Watt. (2022) Experiencing the impossible and creativity: a targeted literature review. PeerJ 10, pages e13755.
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Mengrong Liu, Weiguo Pang, Jiajun Guo & Yiwen Zhang. (2022) A Meta-analysis of the Effect of Multimedia Technology on Creative Performance. Education and Information Technologies 27:6, pages 8603-8630.
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Chaoying Tang, Shibo Mao, Stefanie E. Naumann & Ziwei Xing. (2022) Improving student creativity through digital technology products: A literature review. Thinking Skills and Creativity 44, pages 101032.
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L. Javier Cabeza-Ramírez, Francisco José Rey-Carmona, Mª del Carmen Cano-Vicente & Miguel Ángel Solano-Sánchez. (2022) Analysis of the coexistence of gaming and viewing activities in Twitch users and their relationship with pathological gaming: a multilayer perceptron approach. Scientific Reports 12:1.
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Katie Bainbridge, Valerie Shute, Seyedahmad Rahimi, Zhichun Liu, Stefan Slater, Ryan S. Baker & Sidney K. D'Mello. (2022) Does embedding learning supports enhance transfer during game-based learning?. Learning and Instruction 77, pages 101547.
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Mohd Ali Samsudin, Goh Kok Ming, Nur Jahan Ahmad & Yogendran Abrose. 2022. Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning. Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning 750 770 .
Rouxelle de Villiers. 2022. The Handbook of Creativity & Innovation in Business. The Handbook of Creativity & Innovation in Business 427 453 .
Seyedahmad Rahimi & Valerie J. Shute. (2021) First inspire, then instruct to improve students’ creativity. Computers & Education 174, pages 104312.
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Seyedahmad Rahimi & Valerie J. Shute. 2021. The Cambridge Handbook of Lifespan Development of Creativity. The Cambridge Handbook of Lifespan Development of Creativity 368 392 .
. 2021. The Cambridge Handbook of Lifespan Development of Creativity. The Cambridge Handbook of Lifespan Development of Creativity 263 392 .
Cristian Mejia, Beatrice D'Ippolito & Yuya Kajikawa. (2021) Major and recent trends in creativity research: An overview of the field with the aid of computational methods. Creativity and Innovation Management 30:3, pages 475-497.
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Yung-Hsun Cheng. (2021) Effects of playing internet games on imagination. Thinking Skills and Creativity 41, pages 100924.
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Andreia Valquaresma & Joaquim Luís Coimbra. (2021) Creativity, Learning and Technology: Lights and Insights for New Worldmaking Possibilities in Education. Creativity. Theories – Research - Applications 8:1, pages 38-51.
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Seyedahmad Rahimi, Valerie Shute, Renata Kuba, Chih-Pu Dai, Xiaotong Yang, Ginny Smith & Cristina Alonso Fernández. (2021) The use and effects of incentive systems on learning and performance in educational games. Computers & Education 165, pages 104135.
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Richard Wiseman, Amy Wiles & Caroline Watt. (2021) Conjuring up creativity: the effect of performing magic tricks on divergent thinking. PeerJ 9, pages e11289.
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Enikő Orsolya Bereczki & Andrea Kárpáti. (2021) Technology-enhanced creativity: A multiple case study of digital technology-integration expert teachers’ beliefs and practices. Thinking Skills and Creativity 39, pages 100791.
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Johanna Hall, Ursula Stickler, Christothea Herodotou & Ioanna Iacovides. (2019) Player conceptualizations of creativity in digital entertainment games. Convergence: The International Journal of Research into New Media Technologies 26:5-6, pages 1226-1247.
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Eva Krebs, Corinna Jaschek, Julia von Thienen, Kim-Pascal Borchart, Christoph Meinel & Oren Kolodny. (2020) Designing a Video Game to Measure Creativity. Designing a Video Game to Measure Creativity.
Johanna Hall, Ursula Stickler, Christothea Herodotou & Ioanna Iacovides. (2020) Expressivity of creativity and creative design considerations in digital games. Computers in Human Behavior 105, pages 106206.
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