Designing computer games to foster creativity
Creativity is basically nurtured in an environment where there are no cumbersome rules, and the individual is allowed to face issues and problems freely. In addition, because some experiences are dangerous and not possible, simulating these experiences can be a useful way for people to engage with problems without risk. Since people's experiences and decisions in the virtual world do not cause harm, they can try and make mistakes over and over again, and see the results of their work. If these experiences were to be gained in the real world on such a large scale, players would face many problems.
Computer games, by creating a realistic context, allow their users to engage in experiences they may never have encountered in the real world. For example, they can take part in dangerous battles, participate in car races and travel in space without any danger. These experiences cause the person to experience different situations, to face problems in each game, and to provide solutions to these problems. This, in turn, boosts people's creativity.
On the other hand, as you know, any person whose experience in various fields increases, will make wiser decisions in the face of difficulties, and can act better according to the knowledge that comes from his experiences.
The game, in its general sense, has certain features. According to Huizinga, play is a voluntary activity that happens within the limits of place and time, has a rule, and therefore has order in its heart. In addition, the game is always accompanied by a sense of improvement, and ultimately, leads to joy and emotional excitement.
Some computer games, by creating a suitable environment for people, allow them to experiment and face situations and problems that can occur to them in real life. In this virtual state, they are able to offer different solutions, without the pressure of the real world, and bring their thinking and solutions to the forefront. If a person fails to come up with a solution to a problem, he can try and make a mistake again, because his decision does not cause harm and is not pressured by environmental factors. Thus, play provides a platform for fostering creativity, without environmental pressures, and player can apply one's strategies without fear, without worrying about being blamed for the consequences of one's actions by others. On the other hand, if a person's solution is successful, it increases self-confidence, and he believes that, if such problems occur in real life, he will be able to solve them. As a result, one believes in one's abilities.
Given that some features of computer games (including, similarity to reality, problem-solving, feedback, etc.) have the potential to cultivate creativity, these factors should be considered in the design of computer games, and developers must use these factors to cultivate as much creativity as possible.
As you know, one of the effective factors in fostering creativity is giving the individual the freedom to act for trial and error. For this reason, we should try to take this into account when designing computer games, and design the gameplay in such a way as to give the individual the necessary freedom to try and make mistakes, and to provide the basis for the individual to develop his abilities. A small example that can be mentioned is the "house building" games. In these games, each person, according to their creativity and ability, can put bricks together, and build any shape, house and building. He is not limited to following a certain structure, and the result of the work of different people is different. Here, people can use their abilities to build the best building or structure.
In fact, the best computer games for fostering creativity are less-structured. In other words, games that are suitable for cultivating creativity, give the user a lot of freedom during the game, so that he can use his abilities in any way he can, and is not limited to a specific process. In these games, people can act in different ways. To cultivate creativity, one must face real situations and issues, or similar to real situations and issues, not artificial situations. The more similar the situation and the problem to reality, the more motivated a person is to show his abilities and creativity. This issue should be considered more than ever in the design of computer games. For example, there are some games that are built on environmental problems, and put the user in a position to offer innovative solutions to these problems. These games are designed to be very flexible, manipulative in a variety of ways, and not limited to one or two solutions. In such cases, the person encounters problems which also exist in his real life, and these activities can be applied in real life. Therefore, he will do his best to be creative and solve these problems.
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