Fostering Creativity Through Game‐Based Approaches
A Scoping Review
Bibliographic Data
| ID | 14257542 |
|---|---|
| Authors | Zhitian Skylor Zhang (0000-0001-6784-5444, University of Tübingen Tübingen Germany, corresponding author), Miriam Seemann (0009-0005-8373-5081, Chemnitz University of Technology Chemnitz Germany), Martina Seemann, Richard Joos (Dresden University of Technology Dresden Germany), Markus Suren (0000-0002-9071-3164, Chemnitz University of Technology Chemnitz Germany), Helge Fischer (0000-0001-5000-0007, Dresden University of Technology Dresden Germany), Mathias Hofmann (0000-0001-7542-0243, Dresden University of Technology Dresden Germany) |
| Year | 2025 |
| Volume | 59 |
| Issue | 1 |
| Publication date | 2025-03-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | The Journal of Creative Behavior (JOURNAL) |
| Journal identifiers | ISSN: 0022-0175 • E-ISSN: 2162-6057 |
| Publisher | Wiley (PUBLISHER • GB) |
| DOI | 10.1002/jocb.1536 |
| OpenAlex | W4408273539 |
| Language | EN |
| Citations received | 2 |
| References cited | 114 |
Given the increasing emphasis on game‐based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a means to foster creativity. Specifically, this article presents a scoping review of 61 studies published between 2000 and 2022 in English focusing on the use of GBAs to enhance creativity across various contexts. The results indicate an increasing trend in publications over the past two decades, with research clusters predominantly located in the United States, Taiwan, and Spain. Target groups primarily studied include adults in higher education, followed by children in K‐12 settings, with the majority of studies conducted within classroom environments. A diverse array of GBAs have been employed in these studies, including video games, game‐based learning, gamification, serious games, escape rooms, board games, and more, across both digital and non‐digital media. These approaches were either developed by the researchers themselves or utilized pre‐existing ones. Furthermore, GBAs have been found to foster various aspects of creativity, including creative thinking and problem‐solving, flow and mastery experience, various aspects of the creative self, among others, pertaining to cognitive, motivational, affective, and sociocultural foundations. As such, this scoping review acts as a stimulus for ongoing research and refinement of game‐based approaches aimed at enhancing creativity within both research and practical domains
Creativity · Creativity in Education and Neuroscience · Educational Games and Gamification · Innovative Teaching and Learning Methods · Psychology · Social Psychology
Mind in Society
Divergent Thinking as an Indicator of Creative Potential
Foundations of Game-Based Learning
What video games have to teach us about learning and literacy
Asking the right questions
Interactive Multimodal Learning Environments
Creative Self-Efficacy
The Motivational Pull of Video Games
Game-based Learning and 21st century skills
Advancing Creativity Theory and Research
Creativity as a Sociocultural Act
Why Isn't Creativity More Important to Educational Psychologists? Potentials, Pitfalls, and Future Directions in Creativity Research
Creative mindsets
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In Praise of Convergent Thinking
Priming creativity
Let’s Escape! The Impact of a Digital-Physical Combined Escape Room on Students’ Creative Thinking, Learning Motivation, and Science Academic Achievement
A Serious Game Employed to Introduce Principles of Interprofessional Collaboration to Students of Multiple Health Professions
Enhancing perceived digital literacy skills and creative self-concept through gamified learning environments
The influence of digital educational games on preschool Children's creative thinking
Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students
Studying interrelations of computational thinking and creativity
How to improve creativity
A Critical Review of Assessments of Creativity in Education
Effects and retention of different physical exercise programs on children’s cognitive and motor development
The effects of board games on creative potential
Play and Scientific Creativity
Increasing learners' self‐efficacy beliefs and curiosity through a Frankenstein‐themed transmedia storytelling experience
How are we creative together? Comparing sociocognitive and sociocultural answers
Emotional Intelligence and Emotional Creativity
The link between digital gaming and creativity
Examining the Effects of Immersive Game-Based Learning on Student Engagement and the Development of Collaboration, Communication, Creativity and Critical Thinking
Using Computer Game Software in a First-Year Seminar and its Effects on Students’ Creative Self-Efficacy, Creative Personal Identity, and Insight Problem Solving Abilities
The effective components of creativity in digital game-based learning among young children
Creativity
Social psychology of creativity
Scoping studies
A meta-analysis of 25 years of mood-creativity research
| Unique citing works | 2 |
|---|---|
| Citations per year | 2 |
| Citation span | 2025 - 2026 (2) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 2 |