Letzte Suchanfragen

Ergebnisse für *

Zeige Ergebnisse 1 bis 6 von 6.

  1. Gaming at the edge
    sexuality and gender at the margins of gamer culture
    Autor*in: Shaw, Adrienne
    Erschienen: [2014]; © 2014
    Verlag:  University of Minnesota Press, Minneapolis

    Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in... mehr

    Universitätsbibliothek Erfurt / Forschungsbibliothek Gotha, Universitätsbibliothek Erfurt
    keine Fernleihe
    Universitäts- und Landesbibliothek Sachsen-Anhalt / Zentrale
    keine Fernleihe
    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
    keine Fernleihe
    Duale Hochschule Baden-Württemberg Heidenheim, Bibliothek
    e-Book Academic Complete
    keine Fernleihe
    Bibliothek LIV HN Sontheim
    ProQuest Academic Complete
    keine Fernleihe
    Bibliothek LIV HN Sontheim
    ProQuest Academic Complete
    keine Fernleihe
    Duale Hochschule Baden-Württemberg Stuttgart, Campus Horb, Bibliothek
    eBook ProQuest
    keine Fernleihe
    Universitätsbibliothek Kiel, Zentralbibliothek
    keine Fernleihe
    Universitätsbibliothek Leipzig
    keine Fernleihe
    Duale Hochschule Baden-Württemberg Lörrach, Zentralbibliothek
    eBook ProQuest
    keine Fernleihe
    Duale Hochschule Baden-Württemberg Mannheim, Bibliothek
    ProQuest
    keine Fernleihe
    Duale Hochschule Baden-Württemberg Mosbach, Bibliothek
    E-Books ProQuest Academic
    keine Fernleihe
    Hochschule für Wirtschaft und Umwelt Nürtingen-Geislingen, Bibliothek Nürtingen
    eBook ProQuest
    keine Fernleihe
    Duale Hochschule Baden-Württemberg Ravensburg, Bibliothek
    E-Book Proquest
    keine Fernleihe
    Duale Hochschule Baden-Württemberg Stuttgart, Bibliothek
    eBook ProQuest
    keine Fernleihe
    Kommunikations-, Informations- und Medienzentrum der Universität Hohenheim
    keine Ausleihe von Bänden, nur Papierkopien werden versandt
    Duale Hochschule Baden-Württemberg Villingen-Schwenningen, Bibliothek
    EBS ProQuest
    keine Fernleihe

     

    Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture. Cover -- Contents -- Preface -- Introduction. Clichés versus Women: Moving beyond Sexy Sidekicks and Damsels in Distress -- 1 From Custer's Revenge and Mario to Fable and Fallout: Race, Gender, and Sexuality in Digital Games -- 2 Does Anyone Really Identify with Lara Croft? Unpacking Identification in Video Games -- 3 He Could Be a Bunny Rabbit for All I Care! How We Connect with Characters and Avatars -- 4 When and Why Representation Matters to Players: Realism versus Escapism -- Conclusion: A Future Free of Dickwolves -- Acknowledgments -- Notes -- Gameography -- Bibliography -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z.

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (lizenzpflichtig)
    Volltext (lizenzpflichtig)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781452943459
    RVK Klassifikation: AP 15963 ; MS 2850 ; MS 3010 ; SU 500
    Schlagworte: Video games -- Social aspects; Electronic games -- Social aspects; Gender identity; Sex role; Sex; Electronic games ; Social aspects; Gender identity; Sex role; Sex; Video games ; Social aspects; Electronic books
    Umfang: 1 Online-Ressource (x, 317 Seiten), Illustrationen
    Bemerkung(en):

    Description based on publisher supplied metadata and other sources

    Cover; Contents; Preface; Introduction. Clichés versus Women: Moving beyond Sexy Sidekicks and Damsels in Distress; 1 From Custer's Revenge and Mario to Fable and Fallout: Race, Gender, and Sexuality in Digital Games; 2 Does Anyone Really Identify with Lara Croft? Unpacking Identification in Video Games; 3 He Could Be a Bunny Rabbit for All I Care! How We Connect with Characters and Avatars; 4 When and Why Representation Matters to Players: Realism versus Escapism; Conclusion: A Future Free of Dickwolves; Acknowledgments; Notes; Gameography; Bibliography; Index; A; B; C; D; E; F; G; H; I; J

    KL; M; N; O; P; Q; R; S; T; U; V; W; X; Y; Z

  2. Video games and creativity
    Beteiligt: Green, Garo P. (Hrsg.); Kaufman, James C. (Hrsg.)
    Erschienen: [2015]; © 2015
    Verlag:  Academic Press, Amsterdam

    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,... mehr

    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Technische Universität München, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    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. Summarizes research relating to creativity and video gamesIncorporates creativity research on both game design and game playDiscusses physical design, game mechanics, coding, and moreInvestigates how video games may encourage creative problem solvingHighlights applications of video games for educational purposes

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (URL des Erstveröffentlichers)
    Quelle: Verbundkataloge
    Beteiligt: Green, Garo P. (Hrsg.); Kaufman, James C. (Hrsg.)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780128017050; 9780128014622
    Schriftenreihe: Explorations in creativity research
    Schlagworte: Gesellschaft; Play environments; Video games -- Social aspects; Virtual reality; Kreativität; Computerspiel
    Umfang: 1 online resource (330 pages)
  3. Video Games and Creativity
    Beteiligt: Green, Garo P. (HerausgeberIn); Kaufman, James C. (HerausgeberIn)
    Erschienen: [2015]
    Verlag:  Academic Press, Amsterdam

    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,... mehr

    Zugang:
    Aggregator (lizenzpflichtig)
    Hochschulbibliothek Friedensau
    Online-Ressource
    keine Fernleihe
    Hochschule für Wirtschaft und Umwelt Nürtingen-Geislingen, Bibliothek Nürtingen
    eBook ProQuest
    keine Fernleihe
    Universität Potsdam, Universitätsbibliothek
    keine Fernleihe
    Hochschule für Forstwirtschaft Rottenburg, Bibliothek
    keine Fernleihe

     

    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. Summarizes research relating to creativity and video games Incorporates creativity research on both game design and game play Discusses physical design, game mechanics, coding, and more Investigates how video games may encourage creative problem solving Highlights applications of video games for educational purposes.

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (lizenzpflichtig)
    Quelle: Verbundkataloge
    Beteiligt: Green, Garo P. (HerausgeberIn); Kaufman, James C. (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780128017050
    RVK Klassifikation: CR 5000
    Schriftenreihe: Explorations in creativity research
    Explorations in Creativity Research Ser.
    Schlagworte: Play environments; Video games -- Social aspects; Virtual reality; Play environments..; Video games ; Social aspects..; Virtual reality; Electronic books
    Umfang: 1 Online-Ressource (XX, 309 Seiten), Illustrationen
    Bemerkung(en):

    Description based upon print version of record

    Front Cover; Video Games and Creativity; Copyright; Dedication; Contents; Contributors; Acknowledgments; Video Games and Creativity: An Introduction; Why Video Games and Creativity?; What's Covered in This Book?; Is This Book for You?; Companion Website; About the Exploration in Creativity Research Series; Part 1: Creativity and Video Game Play ; Chapter 1: Video Games and Creativity; What Is Creativity?; Theories of Creativity; Ten Theoretical Approaches to Creativity; Honing Theory; Explicit − Implicit Interaction Theory; Computational Theory; Measurement of Creativity

    Approaches to the Measurement of CreativityThe Psychometric Approach; Social-Personality Approach; Affective Approach; Neurobiological Approach; Measures of Creativity; Person-Focused Measures; Process-Focused Measures; Product-Focused Measures; Press/Environment-Focused Measures; Neurobiological Measures; What Are Video Games?; Video Game Genres; Video Game Industry Statistics; The Effects of Video Game Playing; Cognitive Effects; Social Effects; Emotional Effects; Motivational Effects; Why Video Game Playing Should Increase Creativity; References

    Chapter 2: The Impact of Video Game Play on Human (and Orc) CreativityCreativity Defined; Play as a Creative Process; Video Games: Technologies Created for (Creative) Play; Video Games and Flow; Video Games and Authorship; Video Games as Creative Tools: Empirical Results; Video Games and Cognitive Ability; Video Games and Creative Ability; Video Games as Creative Expression; Creativity from Digital Violence?; Labeling Content in Video Games; Objectionable Content and Creativity; Future Research; Conclusion; References

    Chapter 3: Video Games and Malevolent Creativity: Does One Thing Lead to Another?Introduction; Malevolent Creativity; Video Games: Learning and Training; Video Games and Antisocial Behavior; Video Games and Creativity; Training for Creativity; The Effectiveness of Creativity Training; The Effect of Creativity Training; Effectiveness of Different Kinds of Training; What Abilities Need to Be Trained?; Designing a Video Game to Foster Malevolent Creativity; Conclusions; References; Chapter 4: Problem Solving Through "Cheating" in Video Games

    What Constitutes Cheating in the Context of Digital Games?What Constitutes Creativity?; Creative Problem Solving Through "Cheating"; Creative Cheating Within Video Games; Working Within the Programming-Designed Outcomes; Working Within the Programming-Unintended Outcomes; Working Outside the Programming; Hacking; Evaluating the Creativity of Cheating Methods; Connections Between Cheating in Game Play and Problem Solving in School Settings; Conclusions; References; Chapter 5: Opportunities and Challenges in Assessing and Supporting Creativity in Video Games; Introduction

    Creativity as a Twenty-First Century Skill

  4. Gaming
    essays on algorithmic culture
    Erschienen: [2006]; © 2006.
    Verlag:  University of Minnesota Press, Minneapolis

    Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the... mehr

    Staats- und Universitätsbibliothek Bremen
    keine Fernleihe
    Universitätsbibliothek Erfurt / Forschungsbibliothek Gotha, Universitätsbibliothek Erfurt
    keine Fernleihe
    Staatliche Hochschule für Bildende Künste, Städelschule, Bibliothek
    Online-Ressource
    keine Fernleihe
    Universitäts- und Landesbibliothek Sachsen-Anhalt / Zentrale
    keine Fernleihe
    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
    keine Fernleihe
    Duale Hochschule Baden-Württemberg Heidenheim, Bibliothek
    e-Book Academic Complete
    keine Fernleihe
    Bibliothek LIV HN Sontheim
    ProQuest Academic Complete
    keine Fernleihe
    Bibliothek LIV HN Sontheim
    ProQuest Academic Complete
    keine Fernleihe
    Duale Hochschule Baden-Württemberg Stuttgart, Campus Horb, Bibliothek
    eBook ProQuest
    keine Fernleihe
    Universitätsbibliothek Kiel, Zentralbibliothek
    keine Fernleihe
    Deutsches Zentrum für Luft- und Raumfahrt, DLR-Bibliothek
    keine Fernleihe
    Duale Hochschule Baden-Württemberg Lörrach, Zentralbibliothek
    eBook ProQuest
    keine Fernleihe
    Duale Hochschule Baden-Württemberg Mannheim, Bibliothek
    ProQuest
    keine Fernleihe
    Duale Hochschule Baden-Württemberg Mosbach, Bibliothek
    E-Books ProQuest Academic
    keine Fernleihe
    Duale Hochschule Baden-Württemberg Ravensburg, Bibliothek
    E-Book Proquest
    keine Fernleihe
    Duale Hochschule Baden-Württemberg Stuttgart, Bibliothek
    eBook ProQuest
    keine Fernleihe
    Kommunikations-, Informations- und Medienzentrum der Universität Hohenheim
    keine Ausleihe von Bänden, nur Papierkopien werden versandt
    Duale Hochschule Baden-Württemberg Villingen-Schwenningen, Bibliothek
    EBS ProQuest
    keine Fernleihe

     

    Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast-and in some cases, almost unlimited-array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the "algorithmic culture" created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form. Together, these essays offer a new conception of gaming and, more broadly, of electronic Intro -- Contents -- Preface -- Acknowledgments -- 1. Gamic Action, Four Moments -- 2. Origins of the First-Person Shooter -- 3. Social Realism -- 4. Allegories of Control -- 5. Countergaming -- Notes -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- Y -- Z.

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (lizenzpflichtig)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780816698639
    RVK Klassifikation: EC 2410 ; AP 15963 ; AP 15040
    Schriftenreihe: Electronic Mediations ; 18
    Schlagworte: Video games -- Philosophy; Video games -- Social aspects; Electronic books ; local; Video games ; Philosophy; Video games ; Social aspects; Electronic books
    Umfang: 1 Online-Ressource (XIV, 143 Seiten)
    Bemerkung(en):

    Description based on publisher supplied metadata and other sources

  5. Playing with Videogames
    Autor*in: Newman, James
    Erschienen: 2008
    Verlag:  Taylor and Francis [u.a.], [S.l.]

    Book Cover; Title; Copyright; Contents; Preface; Acknowledgements; Chapter 1: Everybody hates videogames; Part 1: Videogames as representational systems; Chapter 2: Talking about videogames; Chapter 3: Videogames and/as stories; Chapter 4: Things to... mehr

    Universität Konstanz, Kommunikations-, Informations-, Medienzentrum (KIM)
    keine Fernleihe

     

    Book Cover; Title; Copyright; Contents; Preface; Acknowledgements; Chapter 1: Everybody hates videogames; Part 1: Videogames as representational systems; Chapter 2: Talking about videogames; Chapter 3: Videogames and/as stories; Chapter 4: Things to make and do: Fanart, music and cosplay; Part 2: Videogames as configurative performances; Chapter 5: Game Guides, walkthroughs and FAQs; Chapter 6: Superplay, sequence breaking and speedrunning; Part 3: Videogames as technology; Chapter 7: Codemining, modding and gamemaking; Notes; References; Index Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Pla

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (lizenzpflichtig)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780203892619; 0203892615
    RVK Klassifikation: AP 18200 ; AP 15963
    Schriftenreihe: MyiLibrary
    Schlagworte: Video games; Video games - Social aspects; Video games -- Social aspects; Video games; Computerspiel; Soziologie
    Umfang: Online-Ressource (IX, 207 S.)
    Bemerkung(en):

    Description based upon print version of record

  6. Video Games and Creativity
    Beteiligt: Green, Garo P. (HerausgeberIn); Kaufman, James C. (HerausgeberIn)
    Erschienen: [2015]
    Verlag:  Academic Press, Amsterdam

    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,... mehr

    Zugang:
    Aggregator (lizenzpflichtig)
    Universität Potsdam, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    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. Summarizes research relating to creativity and video games Incorporates creativity research on both game design and game play Discusses physical design, game mechanics, coding, and more Investigates how video games may encourage creative problem solving Highlights applications of video games for educational purposes.

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (lizenzpflichtig)
    Quelle: Verbundkataloge
    Beteiligt: Green, Garo P. (HerausgeberIn); Kaufman, James C. (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780128017050
    RVK Klassifikation: CR 5000
    Schriftenreihe: Explorations in creativity research
    Explorations in Creativity Research Ser.
    Schlagworte: Play environments; Video games -- Social aspects; Virtual reality; Play environments..; Video games ; Social aspects..; Virtual reality; Electronic books
    Umfang: 1 Online-Ressource (XX, 309 Seiten), Illustrationen
    Bemerkung(en):

    Description based upon print version of record

    Front Cover; Video Games and Creativity; Copyright; Dedication; Contents; Contributors; Acknowledgments; Video Games and Creativity: An Introduction; Why Video Games and Creativity?; What's Covered in This Book?; Is This Book for You?; Companion Website; About the Exploration in Creativity Research Series; Part 1: Creativity and Video Game Play ; Chapter 1: Video Games and Creativity; What Is Creativity?; Theories of Creativity; Ten Theoretical Approaches to Creativity; Honing Theory; Explicit − Implicit Interaction Theory; Computational Theory; Measurement of Creativity

    Approaches to the Measurement of CreativityThe Psychometric Approach; Social-Personality Approach; Affective Approach; Neurobiological Approach; Measures of Creativity; Person-Focused Measures; Process-Focused Measures; Product-Focused Measures; Press/Environment-Focused Measures; Neurobiological Measures; What Are Video Games?; Video Game Genres; Video Game Industry Statistics; The Effects of Video Game Playing; Cognitive Effects; Social Effects; Emotional Effects; Motivational Effects; Why Video Game Playing Should Increase Creativity; References

    Chapter 2: The Impact of Video Game Play on Human (and Orc) CreativityCreativity Defined; Play as a Creative Process; Video Games: Technologies Created for (Creative) Play; Video Games and Flow; Video Games and Authorship; Video Games as Creative Tools: Empirical Results; Video Games and Cognitive Ability; Video Games and Creative Ability; Video Games as Creative Expression; Creativity from Digital Violence?; Labeling Content in Video Games; Objectionable Content and Creativity; Future Research; Conclusion; References

    Chapter 3: Video Games and Malevolent Creativity: Does One Thing Lead to Another?Introduction; Malevolent Creativity; Video Games: Learning and Training; Video Games and Antisocial Behavior; Video Games and Creativity; Training for Creativity; The Effectiveness of Creativity Training; The Effect of Creativity Training; Effectiveness of Different Kinds of Training; What Abilities Need to Be Trained?; Designing a Video Game to Foster Malevolent Creativity; Conclusions; References; Chapter 4: Problem Solving Through "Cheating" in Video Games

    What Constitutes Cheating in the Context of Digital Games?What Constitutes Creativity?; Creative Problem Solving Through "Cheating"; Creative Cheating Within Video Games; Working Within the Programming-Designed Outcomes; Working Within the Programming-Unintended Outcomes; Working Outside the Programming; Hacking; Evaluating the Creativity of Cheating Methods; Connections Between Cheating in Game Play and Problem Solving in School Settings; Conclusions; References; Chapter 5: Opportunities and Challenges in Assessing and Supporting Creativity in Video Games; Introduction

    Creativity as a Twenty-First Century Skill