Resumo (PT):
Abstract (EN):
This paper presents our research on a collaborative play-oriented
framework for creative literacy, a much-needed skill to improvise
solutions in today’s competitive setting. Although digital media
has democratised tools and resources, it also contributes to the
risk of alienating one’s personal creative potential, and/or replacing it with technical expertise, leading one to arrive to solutions
that are not creative but simply express the affordances of the medium/ system being used.
We believe that games are able to address this issue effectively,
because they are able to generate experiences focused on the exchange and articulation of knowledge between people, while being focused on problem-solving strategies.
To explore how games can be used for such purposes we present
a case study – See, Hear, Touch no Evil –, a multiplayer, role and
turn-based game where players are free to compete, cooperate or
collaborate with the intent of stimulating emergent gameplay. We
chose this because creative choices often call for the ability to accommodate opposing perspectives in order to trigger unexpected
solutions.
Language:
English
Type (Professor's evaluation):
Scientific
No. of pages:
18