Skip to main content

Computer Games for Design Creativity Research: Opportunities and Challenges

  • Conference paper
  • First Online:
Design Computing and Cognition’22 (DCC 2022)

Included in the following conference series:

  • 724 Accesses

Abstract

This paper discusses opportunities and challenges related to the use of computer games for design creativity research. Two bodies of work were analysed: (1) scientific papers published in design and creativity journals and (2) commercial computer games available on the Steam game platform. The qualitative analysis of the papers reviewed (n = 21) revealed the main games used and game features exploited, as well as the research challenges (e.g., managing game abstraction and real-world fidelity) and opportunities (e.g., novel data collection methods). Data analysis from the selected games (n = 68) enabled the identification of the most relevant game genres, features and technological aspects, which supported the discussion of novel avenues for research. The paper contributes to raising awareness of possible uses of games for design creativity research and provides recommendations for game use in future research endeavours.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 229.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 299.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 299.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    A compilation of players’ videos with their participation in the Poly Bridge Olympics can be seen in this YouTube playlist (last accessed 5/jan/2022).

  2. 2.

    Table of available tags: https://partner.steamgames.com/doc/store/tags#12.

References

  1. Gero JS, Tang H-H (2001) The differences between retrospective and concurrent protocols in revealing the process-oriented aspects of the design process. Des Stud 22:283–295. https://doi.org/10.1016/S0142-694X(00)00030-2

    Article  Google Scholar 

  2. Newzoo (2021) Global games market report. Newzoo BV, Amsterdam

    Google Scholar 

  3. Editorial board of IJDCI (2013) Perspectives on design creativity and innovation research. Int J Des Creat Innov 1:1–42. https://doi.org/10.1080/21650349.2013.754657

    Article  Google Scholar 

  4. Cascini G, Nagai Y, Georgiev GV et al (2022) Perspectives on design creativity and innovation research: 10 years later. Int J Des Creat Innov 10:1–30. https://doi.org/10.1080/21650349.2022.2021480

    Article  Google Scholar 

  5. Ball LJ, Christensen BT (2019) Advancing an understanding of design cognition and design metacognition: progress and prospects. Des Stud 65:35–59. https://doi.org/10.1016/j.destud.2019.10.003

    Article  Google Scholar 

  6. Glaveanu VP, Hanchett Hanson M, Baer J et al (2020) Advancing creativity theory and research: a socio-cultural manifesto. J Creat Behav 54:741–745. https://doi.org/10.1002/jocb.395

    Article  Google Scholar 

  7. Huizinga J (1949) Homo Ludens: a study of the play-element in culture, 1st edn. Routledge & Kegan Paul, London

    Google Scholar 

  8. Caillois R (1972) Chapter 2. The classification of games. In: Dunning E (ed) Sport. University of Toronto Press, pp 17–39

    Google Scholar 

  9. Salen K, Zimmerman E (2003) Rules of play: game design fundamentals. MIT Press, Cambridge, Mass

    Google Scholar 

  10. Schell J (2019) The art of game design: a book of lenses, 3rd edn. Taylor & Francis, Boca Raton

    Google Scholar 

  11. Pahl G, Wallace K, Blessing L, Pahl G (2007) Engineering design: a systematic approach, 3rd edn. Springer, London

    Book  Google Scholar 

  12. Susi T, Johannesson M, Backlund P (2007) Serious games – an overview (Technical Report HS-IKI-TR-07-001). Skövde, Sweden: University of Skövde

    Google Scholar 

  13. Djaouti D, Alvarez J, Jessel J-P (2011) Classifying serious games: the G/P/S model. In: Felicia P (ed) Handbook of research on improving learning and motivation through educational games: multidisciplinary approaches, 1st edn. IGI Global, p 20

    Google Scholar 

  14. Habraken NJ, Gross MD (1988) Concept design games. Des Stud 9:150–158. https://doi.org/10.1016/0142-694X(88)90044-0

    Article  Google Scholar 

  15. Vaajakallio K, Mattelmäki T (2014) Design games in codesign: as a tool, a mindset and a structure. CoDesign 10:63–77. https://doi.org/10.1080/15710882.2014.881886

    Article  Google Scholar 

  16. Peters D, Loke L, Ahmadpour N (2021) Toolkits, cards and games—a review of analogue tools for collaborative ideation. CoDesign 17:410–434. https://doi.org/10.1080/15710882.2020.1715444

    Article  Google Scholar 

  17. Coyne R (2003) Mindless repetition: learning from computer games. Des Stud 24:199–212. https://doi.org/10.1016/S0142-694X(02)00052-2

    Article  Google Scholar 

  18. Neroni MA, Vasconcelos LA, Crilly N (2017) Computer-based “Mental Set” tasks: an alternative approach to studying design fixation. J Mech Des 139:071102. https://doi.org/10.1115/1.4036562

    Article  Google Scholar 

  19. Neroni MA, Oti A, Crilly N (2021) Virtual Reality design-build-test games with physics simulation: opportunities for researching design cognition. Int J Des Creat Innov 9:139–173. https://doi.org/10.1080/21650349.2021.1929500

    Article  Google Scholar 

  20. Arlitt RM, Immel SR, Berthelsdorf FA, Stone RB (2014) The biology phenomenon categorizer: a human computation framework in support of biologically inspired design. J Mech Des 136:111105. https://doi.org/10.1115/1.4028348

    Article  Google Scholar 

  21. Pearson LC (2020) A machine for playing in: exploring the videogame as a medium for architectural design. Des Stud 66:114–143. https://doi.org/10.1016/j.destud.2019.11.005

  22. Grogan PT (2021) Co-design and co-simulation for engineering systems: insights from the sustainable infrastructure planning game. Des Sci 7:e11. https://doi.org/10.1017/dsj.2021.10

    Article  Google Scholar 

  23. Bianconi F, Saetta SA, Tiacci L (2006) A web-based simulation game as a learning tool for the design process of complex systems. JDR 5:253. https://doi.org/10.1504/JDR.2006.011365

    Article  Google Scholar 

  24. Patti I, Vita R (2017) MU.SA method. Multimodal system approach to the learning of the history of design. Des J 20:S4774–S4777. https://doi.org/10.1080/14606925.2017.1352989

    Article  Google Scholar 

  25. Hall J, Stickler U, Herodotou C, Iacovides I (2020) Expressivity of creativity and creative design considerations in digital games. Comput Hum Behav 105:106206. https://doi.org/10.1016/j.chb.2019.106206

    Article  Google Scholar 

  26. Hall J, Stickler U, Herodotou C, Iacovides I (2020) Player conceptualizations of creativity in digital entertainment games. Convergence 26:1226–1247. https://doi.org/10.1177/1354856519880791

    Article  Google Scholar 

  27. Chung T (2013) Table-top role playing game and creativity. Think Skills Creat 8:56–71. https://doi.org/10.1016/j.tsc.2012.06.002

    Article  Google Scholar 

  28. Mercier M, Lubart T (2021) The effects of board games on creative potential. J Creat Behav 55:875–885. https://doi.org/10.1002/jocb.494

    Article  Google Scholar 

  29. Chen S-Y, Tsai J-C, Liu S-Y, Chang C-Y (2021) The effect of a scientific board game on improving creative problem solving skills. Think Skills Creat 41:100921. https://doi.org/10.1016/j.tsc.2021.100921

    Article  Google Scholar 

  30. Blanco-Herrera JA, Gentile DA, Rokkum JN (2019) Video games can increase creativity, but with caveats. Creat Res J 31:119–131. https://doi.org/10.1080/10400419.2019.1594524

    Article  Google Scholar 

  31. Hutton E, Sundar SS (2010) Can video games enhance creativity? Effects of emotion generated by Dance Dance Revolution. Creat Res J 22:294–303. https://doi.org/10.1080/10400419.2010.503540

    Article  Google Scholar 

  32. Rafner J, Biskjær MM, Zana B et al (2021) Digital games for creativity assessment: strengths, weaknesses and opportunities. Creat Res J 1–27. https://doi.org/10.1080/10400419.2021.1971447

  33. Page MJ, Moher D, Bossuyt PM et al (2021) PRISMA 2020 explanation and elaboration: updated guidance and exemplars for reporting systematic reviews. BMJ n160. https://doi.org/10.1136/bmj.n160

  34. Thomas DR (2006) A general inductive approach for analyzing qualitative evaluation data. Am J Eval 27:237–246. https://doi.org/10.1177/1098214005283748

    Article  Google Scholar 

  35. Lin D, Bezemer C-P, Zou Y, Hassan AE (2019) An empirical study of game reviews on the steam platform. Empir Software Eng 24:170–207. https://doi.org/10.1007/s10664-018-9627-4

    Article  Google Scholar 

  36. Steam (2021) Steam store search. In: Steam. https://store.steampowered.com/search/?category1=998. Accessed 10 Dec 2021

  37. Ren Y, Bayrak AE, Papalambros PY (2016) EcoRacer: game-based optimal electric vehicle design and driver control using human players. J Mech Des 138:061407. https://doi.org/10.1115/1.4033426

    Article  Google Scholar 

  38. Lau KW (2012) A study of students’ learning experiences in creativity training in design education: an empirical research in virtual reality. JDR 10:170. https://doi.org/10.1504/JDR.2012.047922

    Article  Google Scholar 

  39. Bekebrede G, Mayer I (2006) Build your seaport in a game and learn about complex systems. JDR 5:273. https://doi.org/10.1504/JDR.2006.011366

    Article  Google Scholar 

Download references

Acknowledgements

This work was supported by the Engineering and Physical Sciences Research Council (UK) in the form of a Doctoral Training Programme award. (RG105266/EP/T517847/1). Supporting data for this study is available at https://doi.org/10.17863/CAM.83211.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Esdras Paravizo .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Paravizo, E., Crilly, N. (2023). Computer Games for Design Creativity Research: Opportunities and Challenges. In: Gero, J.S. (eds) Design Computing and Cognition’22. DCC 2022. Springer, Cham. https://doi.org/10.1007/978-3-031-20418-0_23

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-20418-0_23

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-20417-3

  • Online ISBN: 978-3-031-20418-0

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics