Creativity Training Model for Game Design

The popularity of digital games is increasing with a global market value of RM197.6 billion. However, the game produced locally still has no impact. One reason is that there is no emphasis on the game design process in the game development education program. Games designed have a problem in terms of...

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Bibliographic Details
Published in:International Journal of Advanced Computer Science and Applications
Main Author: 2-s2.0-85107726197
Format: Article
Language:English
Published: Science and Information Organization 2021
Online Access:https://www.scopus.com/inward/record.uri?eid=2-s2.0-85107726197&doi=10.14569%2fIJACSA.2021.0120509&partnerID=40&md5=fd5d318ca0f0e8c1ed1593efbb2222fd
id Tap R.M.; Zin N.A.M.; Sarim H.M.; Diah N.M.
spelling Tap R.M.; Zin N.A.M.; Sarim H.M.; Diah N.M.
2-s2.0-85107726197
Creativity Training Model for Game Design
2021
International Journal of Advanced Computer Science and Applications
12
5
10.14569/IJACSA.2021.0120509
https://www.scopus.com/inward/record.uri?eid=2-s2.0-85107726197&doi=10.14569%2fIJACSA.2021.0120509&partnerID=40&md5=fd5d318ca0f0e8c1ed1593efbb2222fd
The popularity of digital games is increasing with a global market value of RM197.6 billion. However, the game produced locally still has no impact. One reason is that there is no emphasis on the game design process in the game development education program. Games designed have a problem in terms of creativity, and there is still no specific method of training creative thinking. This study aims to identify and validate game design's creativity components and develop a Creativity Training Model for Game Design (LK2RBPD Model) verified through the Game Design Document Tool (GDD Tool) prototype. This research has four main phases: the requirements planning, design, development, implementation, and testing phases. In the requirements analysis phase, the component of LK2RBPD Model was identified. The LK2RBPD Model contains elements from industry practices of game designing, creative and innovative thinking skills, creativity dimensions, Sternberg Creativity, and Cultural Activity theories. The GDD Tool prototype implementing the model was developed and tested. The LK2RBPD Model was evaluated using questionnaire survey, SWOT (Strengths, Weaknesses, Opportunities, and Threats) analysis, and verification of ideas in the GDD Tool prototype. Evaluation using a five-point Likert scale shows that GDD Tool prototype is effective in implementing 19 components. Expert verification on the results of game design ideas and creativity building using Cohen Kappa calculations is 0.94, indicating an excellent agreement. The results show that the LK2RBPD Model can be effectively used to train creativity in game design. This research's contributions are LK2RBPD Model, creative game design ideation process guideline, and GDD Tool prototype design. © 2021. All Rights Reserved.
Science and Information Organization
2158107X
English
Article
All Open Access; Gold Open Access
author 2-s2.0-85107726197
spellingShingle 2-s2.0-85107726197
Creativity Training Model for Game Design
author_facet 2-s2.0-85107726197
author_sort 2-s2.0-85107726197
title Creativity Training Model for Game Design
title_short Creativity Training Model for Game Design
title_full Creativity Training Model for Game Design
title_fullStr Creativity Training Model for Game Design
title_full_unstemmed Creativity Training Model for Game Design
title_sort Creativity Training Model for Game Design
publishDate 2021
container_title International Journal of Advanced Computer Science and Applications
container_volume 12
container_issue 5
doi_str_mv 10.14569/IJACSA.2021.0120509
url https://www.scopus.com/inward/record.uri?eid=2-s2.0-85107726197&doi=10.14569%2fIJACSA.2021.0120509&partnerID=40&md5=fd5d318ca0f0e8c1ed1593efbb2222fd
description The popularity of digital games is increasing with a global market value of RM197.6 billion. However, the game produced locally still has no impact. One reason is that there is no emphasis on the game design process in the game development education program. Games designed have a problem in terms of creativity, and there is still no specific method of training creative thinking. This study aims to identify and validate game design's creativity components and develop a Creativity Training Model for Game Design (LK2RBPD Model) verified through the Game Design Document Tool (GDD Tool) prototype. This research has four main phases: the requirements planning, design, development, implementation, and testing phases. In the requirements analysis phase, the component of LK2RBPD Model was identified. The LK2RBPD Model contains elements from industry practices of game designing, creative and innovative thinking skills, creativity dimensions, Sternberg Creativity, and Cultural Activity theories. The GDD Tool prototype implementing the model was developed and tested. The LK2RBPD Model was evaluated using questionnaire survey, SWOT (Strengths, Weaknesses, Opportunities, and Threats) analysis, and verification of ideas in the GDD Tool prototype. Evaluation using a five-point Likert scale shows that GDD Tool prototype is effective in implementing 19 components. Expert verification on the results of game design ideas and creativity building using Cohen Kappa calculations is 0.94, indicating an excellent agreement. The results show that the LK2RBPD Model can be effectively used to train creativity in game design. This research's contributions are LK2RBPD Model, creative game design ideation process guideline, and GDD Tool prototype design. © 2021. All Rights Reserved.
publisher Science and Information Organization
issn 2158107X
language English
format Article
accesstype All Open Access; Gold Open Access
record_format scopus
collection Scopus
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