Showing posts with label Creativity Enhancing Games. Show all posts
Showing posts with label Creativity Enhancing Games. Show all posts

Monday, September 5, 2022

Screen Time Debate: Puffs or Broccoli?

In this article, game designer Sande Chen delves into the parental guilt associated with app usage, as documented in the book, Baby, Unplugged.

Happy Labor Day! Hope you're having a good holiday and not working :)

In the previous months, I've been following up on research about kid games, especially those for the preschool set. I've had several conversations with parents whose children use apps and with those who weren't using apps of any kind. There was a wide range of opinions. In the latter part of this research, I found myself saying, "No judgment, just questions," mainly because I started to feel like people thought using apps with preschool kids was a touchy subject.  I didn't think it was, but clearly, there was some kind of guilt trigger going on about giving a kid a tablet at a young age, or for not watching or monitoring the kid on the tablet.  I just found it strange that quite a few parents didn't seem to have the same kind of inhibition about kids watching TV. 

This feeling of parental guilt is more clearly described in Baby,Unplugged, a book released during the pandemic and written by a journalist investigating the over $46 billion babytech industry. In the book, author Sophie Brickman wonders if app usage could be compared to secondhand smoke. When she tries to gray out her screen or lock up her iPhone, she finds she really doesn't want to do that. This may seem extreme, but I found that parents who didn't want their kids having any knowledge of a tablet were most successful when they didn't have a tablet and never used their phone beyond calling people. 

Later, she concludes that it's probably a stretch to think that parental app usage causes deep emotional damage to kids.

But what about the flip side: How does app usage affect kids using the apps? Brickman relates an anecdote of a teacher noting that a little girl who could digitally maneuver blocks on an app was at a loss as to what to do when faced with actual real-life blocks. It occurs to me that this is the age-old notion of television rotting one's brain except that it's apps that are rotting kid brains. Brickman does her own survey of preschool apps, which I find problematic because she excluded apps with subscriptions or in-app purchases, and finds a garbage heap. Free apps targeting preschoolers do tend to be advertising-based and questionably educational. 

Brickman ends up interviewing the developers at Sago Mini, Toca Boca, and Khan Academy, entities that develop highly recommended apps for preschoolers. Sago Mini and Toca Boca are owned by the same company and follow the mantra that "Fun is Learning." Their apps are open-ended and promote creativity. Still, she can't shake the feeling that shaving a cartoon lion is not altogether educational. Khan Academy Kidson the other hand, offers a very structured learning plan combined with gamification. It covers core subjects and is proven to improve pre-literacy skills. Brickman likens Toca Boca apps to addictive baby puffs, which are not as bad as cotton candy, and Khan Academy Kids to broccoli, but more like broccoli tempura, something you'd want to eat.  Which would you want: Baby puffs or broccoli tempura?

In the end, Brickman has mixed feelings. In desperation, she finds herself downloading an app recommended by a doctor to help with a toddler bedtime meltdown.

In my next blog post, I'll discuss more about how preschool apps can help, how to use them, and why designing specifically for a preschooler's level of development is critical. 

Sande Chen is a writer and game designer with over 20 years of experience in the industry. Her writing credits include Independent Games Festival winner Terminus and the PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild Award in Videogame Writing. She is the co-author of Serious Games: Games That Educate, Train, and Inform, a founding member of the IGDA Game Design SIG, and an expert in the field of educational game design.

Monday, November 16, 2020

Vote for 2021 SXSW and SXSW EDU PanelPicker Ideas!

Hi, I apologize for not updating the blog. I have not been feeling well these past months. I did in fact win a 2020 Women in Games Hall of Fame Award. I was completely flabbergasted and very grateful. Thank you so much to the people who voted. I need your help again because the SXSW and SXSW EDU Community Voting period is ending November 20, 11:59 PM, Pacific Time. That's this Friday! Check out our panel offerings.

Both SXSW and SXSW EDU will be online next year.  Anybody with an Internet connection who makes a PanelPicker account can vote during Community Voting.

For SXSW, we have panels about emergent narrative, immersive story worlds, and designing games for social change.












Creating Touchstones in Emergent Narratives

Games have a unique ability to establish empathy between a player and a world and characters, but game players don’t always follow the path the narrative lays out for them. This panel discusses how designers and storytellers can build in empathic elements that can be found and engaged with even when the larger narrative gets delivered out of order.

Playable Story Worlds in Immersive Storytelling

Do you need interaction for immersion? How do you feel about the use and manipulation of VR/AR/MR in the rise of immersive storytelling? Do you think you can tell the difference between art, words, or music in the manipulation of audience interaction? In storytelling, we are seeing the potential of VR/AR/MR to aid storytellers, designers, and artists to enhance audience experiences. How will this enable us to tell more interactive and personalized stories in ways we have yet to imagine? Join Timothy Braun, Sande Chen, and Kimberly Ungeras they discuss the concepts of playable stories, interactive audience design, and the future of immersive worlds building.

Vote here for this panelhttps://panelpicker.sxsw.com/vote/108757

How Not to F**k Up Games For Social Change

Can life really be gamified for the better? Or is that just a gimmick to interest a more tech-savvy generation? Learn how video games and technologies like VR can be used to create truly transformative experiences that promote social change. In this panel, four game design and community professionals discuss the overhaul of design systems to be more diverse, equitable, empathetic, and inclusive - without making them worse.

Vote here for this panelhttps://panelpicker.sxsw.com/vote/110000

For SXSW EDU, our panel focuses on using game-based learning in the classroom.













Using Games For Inclusion in the Classroom 

Students of all ages can benefit from games and game creation in the classroom, especially as a way to promote inclusion, equity, justice, and compassion. In this talk, hear from educators and game developers on how to design your own creative and inclusive activities for the classroom. We will share the latest innovations in using games for good--whether your classroom is in-person, remote, or hybrid. We will help you to create the classroom of the future!

Vote here for this panelhttps://panelpicker.sxsw.com/vote/111484

SXSW EDU will be held on March 9-11, 2021 and SXSW EDU will be on March 16-20, 2021.


Friday, December 9, 2016

Reading About Quantum Creativity


In this article, game designer Sande Chen looks at the science of creativity, as inspired by quantum physics.

A few days ago, I started reading the book, Quantum Creativity, by Amit Goswami.  A retired professor in theoretical physics, Goswami views creativity through the lens of quantum physics.  And just like quantum physics was a leap away from Newtonian physics, so too is what Goswami calls "quantum creativity."  While Goswami did intend this book for people not familiar with quantum physics, it's not actually that easy to follow. 

What I have gleaned is that creativity can be understood as belonging into two categories: inner and outer creativity. You can have one without the other, but merging both together is immensely better.

Outer creativity is the manifestation of expression in the arts and the sciences that we would have no problem calling creative.  We see the works of art.  We see the scientific discoveries.  Inner creativity, however, is about spiritual transformation and growth.  It's about meaningful context.  Psychologist Abraham Maslow distinguished this type of creativity as self-actualizing creativity and for outer creativity, he used the term, talent-driven creativity.

Learning about the science behind human creativity made me see that my search for meaningfulness in stories and games is likely because I don't want an inner and an outer creativity in a dichotomy, broken down into Hero's Journey and Heroine's Journey, but as an entwined creative experience that can be led by emotions and admired or felt on a spiritual level.

I realize I may be headed into the New Age-y zone with this book, but I did find it interesting to see a perspective so different from my own experience.  Never would I have thought that quantum physics would contain such insights into the workings of creativity.  I think it's important to read these different perspectives and I expect I will definitely be reading this book over to try to understand it better.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Tuesday, March 22, 2016

Podcast: The Value of Games in Education

A few weeks back, I did an interview with the Learning Partnership, a charitable organization dedicated to supporting, promoting, and advancing publicly funded education in Canada through lasting partnerships between business, government, education, and community organizations.

Listen on to hear about gamification vs. game-based learning, chocolate-covered broccoli, careers in the game industry, and more.


Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Thursday, July 10, 2014

July 2014: Creativity Enhancing Games

July 2014's topic was submitted by Vbwyrde GrayFalcon.

Video games can spark our creativity in so many different ways.  Some games, like Minecraft, explicitly promote a Creative mode whereas other games or simulations provide creative outlets for players to sell player-designed clothing or other items.  Players of The Sims franchise post illustrated stories, all staged in-game with characters and props from the games.  Games can also inspire mods.  Any game that allows us to build, decorate, and express ourselves is tapping into our creativity. 

If one were to focus on enhancing player-led creativity in a game, how would one go about designing such a game?

Besides allowing players to create new levels or new in-game items, is there a way for the player to leave the game with a creative masterpiece, like a song, painting, or written epic that is utterly unique to that player?  And would that application still be considered a game?

What are your thoughts on the topic?  Do you know of any examples of great creativity enhancing games?  If so, why do you feel they work as well as they do?

As always, submission guidelines along with submission procedure can be found on the right hand side of the blog.  Topic suggestions and articles are welcome!