Video games and creativity:
Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can...
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Weitere Verfasser: | , |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Amsterdam
Academic Press, is an imprint of Elsevier
[2015]
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Schlagworte: | |
Online-Zugang: | FAW01 FLA01 FUBA1 URL des Erstveröffentlichers |
Zusammenfassung: | Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity?Is there a place for video games in the classroom?What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success |
Beschreibung: | 1 Online-Ressource (xx, 309 Seiten) Illustrationen |
ISBN: | 9780128017050 |
Internformat
MARC
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520 | |a Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity?Is there a place for video games in the classroom?What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success | ||
650 | 7 | |a Creative ability |2 fast | |
650 | 7 | |a Video games / Design |2 fast | |
650 | 7 | |a Video games / Psychological aspects |2 fast | |
650 | 4 | |a Psychologie | |
650 | 4 | |a Video games |x Psychological aspects | |
650 | 4 | |a Video games |x Design | |
650 | 4 | |a Creative ability | |
650 | 0 | 7 | |a Kreativität |0 (DE-588)4032903-3 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Computerspiel |0 (DE-588)4010457-6 |2 gnd |9 rswk-swf |
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689 | 0 | |5 DE-604 | |
700 | 1 | |a Green, Garo P. |0 (DE-588)1078330719 |4 edt | |
700 | 1 | |a Kaufman, James C. |d 1974- |0 (DE-588)138770042 |4 edt | |
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Datensatz im Suchindex
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any_adam_object | |
author2 | Green, Garo P. Kaufman, James C. 1974- |
author2_role | edt edt |
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author_GND | (DE-588)1078330719 (DE-588)138770042 |
author_facet | Green, Garo P. Kaufman, James C. 1974- |
building | Verbundindex |
bvnumber | BV044390161 |
classification_rvk | CR 5000 |
collection | ZDB-33-ESD ZDB-33-EBS |
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dewey-full | 794.8019 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8019 |
dewey-search | 794.8019 |
dewey-sort | 3794.8019 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Psychologie |
format | Electronic eBook |
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id | DE-604.BV044390161 |
illustrated | Not Illustrated |
indexdate | 2024-07-10T07:51:38Z |
institution | BVB |
isbn | 9780128017050 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-029792383 |
oclc_num | 931603882 916446453 |
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owner_facet | DE-1046 DE-188 |
physical | 1 Online-Ressource (xx, 309 Seiten) Illustrationen |
psigel | ZDB-33-ESD ZDB-33-EBS ZDB-33-ESD FAW_PDA_ESD ZDB-33-ESD FLA_PDA_ESD ZDB-33-ESD ZDB-33-ESD 2021 |
publishDate | 2015 |
publishDateSearch | 2015 |
publishDateSort | 2015 |
publisher | Academic Press, is an imprint of Elsevier |
record_format | marc |
spelling | Video games and creativity edited by Garo P. Green, California State University, San Bernardino, CA, USA and James C. Kaufman, Neag School of Education, University of Connecticut, Storrs, CT, USA Amsterdam Academic Press, is an imprint of Elsevier [2015] © 2015 1 Online-Ressource (xx, 309 Seiten) Illustrationen txt rdacontent c rdamedia cr rdacarrier Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity?Is there a place for video games in the classroom?What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success Creative ability fast Video games / Design fast Video games / Psychological aspects fast Psychologie Video games Psychological aspects Video games Design Creative ability Kreativität (DE-588)4032903-3 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Kreativität (DE-588)4032903-3 s DE-604 Green, Garo P. (DE-588)1078330719 edt Kaufman, James C. 1974- (DE-588)138770042 edt Erscheint auch als Druck-Ausgabe 978-0-12-801462-2 http://www.sciencedirect.com/science/book/9780128014622 Verlag URL des Erstveröffentlichers Volltext |
spellingShingle | Video games and creativity Creative ability fast Video games / Design fast Video games / Psychological aspects fast Psychologie Video games Psychological aspects Video games Design Creative ability Kreativität (DE-588)4032903-3 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4032903-3 (DE-588)4010457-6 |
title | Video games and creativity |
title_auth | Video games and creativity |
title_exact_search | Video games and creativity |
title_full | Video games and creativity edited by Garo P. Green, California State University, San Bernardino, CA, USA and James C. Kaufman, Neag School of Education, University of Connecticut, Storrs, CT, USA |
title_fullStr | Video games and creativity edited by Garo P. Green, California State University, San Bernardino, CA, USA and James C. Kaufman, Neag School of Education, University of Connecticut, Storrs, CT, USA |
title_full_unstemmed | Video games and creativity edited by Garo P. Green, California State University, San Bernardino, CA, USA and James C. Kaufman, Neag School of Education, University of Connecticut, Storrs, CT, USA |
title_short | Video games and creativity |
title_sort | video games and creativity |
topic | Creative ability fast Video games / Design fast Video games / Psychological aspects fast Psychologie Video games Psychological aspects Video games Design Creative ability Kreativität (DE-588)4032903-3 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Creative ability Video games / Design Video games / Psychological aspects Psychologie Video games Psychological aspects Video games Design Kreativität Computerspiel |
url | http://www.sciencedirect.com/science/book/9780128014622 |
work_keys_str_mv | AT greengarop videogamesandcreativity AT kaufmanjamesc videogamesandcreativity |