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(In)Formative play The effects of digital games on

creativity and problem-solving skills


Johannes Breuer
University Hohenheim
Institute of Communication Studies
Wollgrasweg 23, 70599 Stuttgart,
Germany
+497114592779
johannes.breuer@uni-
hohenheim.de

ABSTRACT
Several studies have shown that digital games can influence lower
2. CREATIVITY AND PROBLEM-
level information processing such as visual selective attention. SOLVING IN DIGITAL GAMES
Considering the complexity of tasks in many computer and video Many computer and video games confront their players not only
games the question arises, whether digital games can also with challenges that require quick reactions and motor skills, but
influence information processing on a higher cognitive level. The also with tasks requiring both reproductive and productive
PhD project presented in this paper aims at investigating the thinking [5]. In order to progress through the game, players have
relationship between the use of digital games and creativity and to acquire certain skills, which they train mostly via simple
problem solving skills. Two experimental studies and one online repetition. Examples for such skills are, e.g., the timing of jumps
survey were designed to assess this potential relation and the in platform games or aiming in first-person shooters. Making use
underlying causalities. The outcome of these studies could help to of knowledge or skills acquired prior to a target task is part of
understand how and what we can learn from playing digital reproductive thinking. Other in-game tasks necessitate more
games, which is also relevant for the design of games for learning productive thinking; i.e. coming up with novel solutions. A
purposes. common example for this is the use of a previously found object
or a characters ability in an unusual way. In order to arrive at a
novel or creative solution phases of convergent and divergent
General Terms thinking are usually necessary [5]. Phases of convergent thinking
Measurement, Experimentation, Theory. include remembering what has been learnt previously and
accessing the right information (e.g. an item which has been
Keywords stored in a characters inventory or a hint from the tutorial).
Digital games, creativity, problem-solving, cognitive schemata Divergent thinking is similar to productive thinking, meaning that
new or uncommon ideas are formed.
1. INTRODUCTION Learning how to interact with the game environment and in-game
There are several studies that investigated the influence of playing objects necessitates the formation or alteration of cognitive
digital games on perception and lower level cognitive processing. schemata. In cognitive psychology (and also in design and
Previous research has, e.g., shown that digital games can improve usability research) the interaction possibilities of an object are
visual selective attention [1], mental rotation skills [2], spatial often called affordances. According to James J. Gibson, who
perception [3] or eye-hand coordination [4]. Interestingly, the originally coined the term, (t)he affordances of the environment
cognitive processes studied in these examples are mostly are what it offers the animal, what it provides or furnishes, either
automated and unconscious. Given the complexity of tasks for good or ill [7]. These possibilities do, of course, vary across
present in many current computer and video games the question species with different physical and cognitive abilities [8]. In a
arises whether digital games can also affect higher order similar manner, the options for interaction and the usage context
information processing such as the formation and alteration of of objects also differ across different games and game genres.
cognitive schemata. The goal of the PhD project presented here is Some game genres like puzzles, simulations and point-and-click
to study potential short- and long-term effects of digital games on adventures feature the exploration of affordances as one of their
the structure of cognitive schemata necessary for creative main game mechanics [9]. Games like these often demand of their
performance and problem-solving. players to thinks outside the box; this includes perceiving and
employing interaction possibilities they would not have noticed
otherwise.
Permission to make digital or hard copies of all or part of this work for
personal or classroom use is granted without fee provided that copies are 3. TRANSFERS
not made or distributed for profit or commercial advantage and that A number of studies have demonstrated that the in-game
copies bear this notice and the full citation on the first page. To copy experience of players can influence emotions, cognition and even
otherwise, or republish, to post on servers or to redistribute to lists, behavior in situations outside the game [10, 11, 12]. With a focus
requires prior specific permission and/or a fee.
on the use of objects one might ask: Can experiences with the uses
FDG'11, June 29-July 1, Bordeaux, France.
Copyright 2011 ACM 978-1-4503-0804-5/11/06 ... $10.00. of objects in digital games be transferred to cognitive schemata

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relevant for creativity and problem-solving in the real world? RQ2: Is there a difference between game genres regarding the
Since psychological research on creativity offers many different effect on creativity and problem-solving skills?
definitions of creativity [5], the question how to best
operationalize and measure creativity is a controversial topic. 5. METHODS
While creativity is mostly discussed as a personal trait [5],
In order to test the two hypotheses and to answer the additional
research has shown that is a skill that can be trained, even in
research questions, 3 studies were designed.
adults [6].
Given that learning occurs in digital games and that objects and 5.1 Study 1
tasks we encounter in these games also appear in our real The first study will be an online survey among players of specific
environment, it is reasonable to assume that such transfers occur. genres to investigate whether there are differences between these
Since the use of virtual objects very often differs from familiar groups regarding creativity and problem-solving skills. The online
uses of these objects in the real world, a certain degree of both questionnaires will include a personality inventory measuring trait
representational and, more importantly, physical realism can be creativity (e.g. the openness subscale form a Big Five
assumed to make the generalization of cognitive schemata formed questionnaire), items on the use of digital games and socio-
or modified in digital games more likely. As digital games vary in demographics. The target measurements to test H2 are a set of
the degree of realism they employ [14], one might expect established creativity and problem-solving tasks related to object
differences between games and genres regarding the likelihood of use. Possible instruments for the assessment of creativity in Study
transfers. 1 and 2 are: Guilfords alternative uses test [18], the creativity test
Until now, there has been very little research on the relationship by Wallas & Kogan [19], Mednicks remote associations test [20]
between playing digital games and creativity and problem-solving and subsets of other creativity tests such as Schoppes verbal
skills. One study [15] investigated short-term effects of a digital creativity test [21]. Participants will be recruited via game-related
game on creativity. The authors used the game Dance Dance websites (chosen on the basis of the games and genres included in
Revolution as a treatment and measured and compared the player study 2 and 3) and university mailing lists.
and control group scores in tasks from established creativity tests.
The game was used in this study to vary levels of physiological 5.2 Study 2
arousal, while the mood state or valence (i.e. positive or negative) The second study will be a laboratory experiment and was
was induced by a manipulated feedback about test scores. The designed to test the 1st hypothesis. Participants will repeatedly
results show that the creativity scores were highest in the negative play a specific game in the laboratory (e.g., 2-3 hours per week
valence and low arousal condition and second highest in the high for 3 consecutive weeks) and take the creativity and problem-
arousal and high valence condition. As the arousal in this study solving tests described in Study 1 before the first session and after
was induced by physical activity, it would be interesting to further each session. To compare potential differences between game
investigate the relation of digital games and creativity with other genres, there will be 4 groups; each playing a different game. The
games which are rather cognitively stimulating and involve genres to be included in this study are: first-person shooter, 3D
problem-solving and creativity in their tasks. Also, since this action puzzle game, simulation and point-and-click adventure.
study only investigated short-term effects, it is worthwhile to The latter genres were chosen since they include the use and
consider potential long-term effects. combination of different objects as one of their main game
mechanics while first-person shooters were chosen as a control
4. HYPOTHESES AND RESEARCH group to see, if there are general effects of digital games. Similar
to study 1, socio-demographics, personality traits related to
QUESTIONS creativity and gaming experience will be measured as covariates.
Based on previous studies and the theoretical considerations In order to assess on which dimensions the games used in this
outlined above, the following hypotheses were formulated: study differ, a gaming experience scale measuring immersion and
H1: The repeated use of digital games has a positive effect on enjoyment such as the Game Engagement Questionnaire [22] will
creativity and problem-solving skills. be included as well as items on the perceived realism. To answer
the second research questions, the target measurements (e.g. the
It is expected that more creative individuals also tend to chose alternative uses test) will include both objects that appear in the
games that require creative skills more often than persons with games played in this study and objects that do not appear in the
substantially less interest and abilities in creative tasks since one games. The data from study 2 will be analyzed in a latent growth
main motivation for playing (digital) games is the need for curve model to account for a performance improvement due to the
competence and self-efficacy [16, 17]: repeated testing.
H2: More creative people show a preference for genres that 5.3 Study 3
demand creativity.
In order to investigate short-term effects of digital games on
If the interaction with objects and characters in computer and creativity and to further test H2 in a controlled laboratory setting
video games can affect cognitive schemata, these effects could be the third study will investigate, if a single use of a digital game
enriching or reductive. This brings up an additional research can already improve object-oriented problem-solving and
question: creativity and whether more creative persons tend to choose other
genres than less creative individuals. Combining H1 and H2, there
RQ1: Does playing digital games expand or narrow down could be a circular effect, meaning that individuals who are better
cognitive schemata? at problem-solving or more creative prefer certain game genres
Since games and game genres differ with regard to the interaction which, then, increase their respective skills. Thus, a creativity gap
possibilities they offer the player, the following research question similar to the knowledge gap [23] could emerge and increase over
arises: time. The results on mental rotation skills, gender differences and

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