Popis: |
Do video games foster malevolent creativity? While it seems clear that video games have the potential to serve as effective tools for learning and training across a variety of domains, the evidence of links—whether causal or correlational—between video games and antisocial behaviors is far less clear. Similarly, there is scant evidence of a relationship between video games and creativity, malevolent or not. Is a video game that can foster malevolent creativity simply one that involves violent themes, or one that includes many opportunities for generating novelty, or is it likely to be something more? What would a video game that fosters malevolent creativity look like? How would we design a video game expressly for this purpose? This chapter examines these issues and proposes a set of design criteria that will help to identify games that have the potential to foster malevolent creativity. |