When the Coyotes Slept, They Could see Stars, Liquor and Smoke: Creativity, Engagement, and Play in Recombinatory Writing Games (RWGs)

This paper reports on mixed-method action research implementing and evaluating a battery of creative writing games for reading (CWGR) progressing from more open games (freewriting-based) to closed games (recombinant). The goal of the study was to investigate how the movement from open to closed games affected creativity (divergence), engagement, and play. It was hypothesized that the restrictive nature of closed forms would render them less engaging overall, particularly for students identifying as creative; however, it was also hypothesized that their rule-based nature would make the creative process clear, accessible, and inclusive, and thus would engage students who did not self-identify as creative. Surprisingly, the most recombinatory game was identified by both engaged and disengaged students as more creative than the others; more surprisingly, it was rated one of the most engaging games overall. Contrary to the secondary hypothesis, however, the high level of perceived creativity coincided with lowered engagement for students who identified as less creative. Other notable results include the following: while highly engaging, freewriting measured low in creativity (divergence) and play; the most engaging games were also the most disengaging for a relatively equal number of students; and finally, in every game, students responding in their native language scored lower on creativity (divergence). Overall, while results varied by game, most students found that at least one game raised divergent awareness. This is a surprising measure of success given the novelty of the games and the short time students were exposed to them. This points to the potential for recombinatory writing games (RWGs) to develop student creative skills (divergent thinking) in reading and writing. This investigation is important in terms of the larger conversation concerning open vs. closed game structures, for example, the effectiveness of open-world exploration and building versus closed, solution-based games. In this case, more closed, recombinatory games were surprisingly effective in terms of both creativity and engagement.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2025-09-26
DOI
https://doi.org/10.34190/ecgbl.19.1.3891
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

When the Coyotes Slept, They Could see Stars, Liquor and Smoke: Creativity, Engagement, and Play in Recombinatory Writing Games (RWGs)

Allen Jones
European Conference on Games Based Learning
Digital Games and Media
article

When the Coyotes Slept, They Could see Stars, Liquor and Smoke: Creativity, Engagement, and Play in Recombinatory Writing Games (RWGs)

Allen Jones
article en

Abstract

This paper reports on mixed-method action research implementing and evaluating a battery of creative writing games for reading (CWGR) progressing from more open games (freewriting-based) to closed games (recombinant). The goal of the study was to investigate how the movement from open to closed games affected creativity (divergence), engagement, and play. It was hypothesized that the restrictive nature of closed forms would render them less engaging overall, particularly for students identifying as creative; however, it was also hypothesized that their rule-based nature would make the creative process clear, accessible, and inclusive, and thus would engage students who did not self-identify as creative. Surprisingly, the most recombinatory game was identified by both engaged and disengaged students as more creative than the others; more surprisingly, it was rated one of the most engaging games overall. Contrary to the secondary hypothesis, however, the high level of perceived creativity coincided with lowered engagement for students who identified as less creative. Other notable results include the following: while highly engaging, freewriting measured low in creativity (divergence) and play; the most engaging games were also the most disengaging for a relatively equal number of students; and finally, in every game, students responding in their native language scored lower on creativity (divergence). Overall, while results varied by game, most students found that at least one game raised divergent awareness. This is a surprising measure of success given the novelty of the games and the short time students were exposed to them. This points to the potential for recombinatory writing games (RWGs) to develop student creative skills (divergent thinking) in reading and writing. This investigation is important in terms of the larger conversation concerning open vs. closed game structures, for example, the effectiveness of open-world exploration and building versus closed, solution-based games. In this case, more closed, recombinatory games were surprisingly effective in terms of both creativity and engagement.

European Conference on Games Based LearningVol. 19(1)
University of Stavanger (NO)
Openalex Percentile: Top 38%
Digital Games and Media
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