Developing Scientific Creativity in Digital Game Environments: A Framework and Tutorial for Application to Game Design
ABSTRACT Wallas' model of creativity describes a continuous process by which an individual obtains relevant information (preparation), unconsciously processes said information (incubation), has a flash of insight (illumination), and builds upon an idea (verification or implementation). Per this model, technologies or methodologies looking to develop creative skills in individuals must find a way to nurture this four‐step process. Regarding technologies, creativity research has shown that games and simulations meant to provide the tools and context needed to promote creative thinking may have significant developmental value. The goal of this paper is to detail a methodology for the design of games which promote the development of creative skills through the facilitation of all four phases of Wallas' model. The example we will be providing involves creative skills in a general chemistry context, but the design principles at play should apply to other domains as well.
Authors
- Qianyi Gao (ORCID: https://orcid.org/0000-0002-3161-8909)
- Haley Congdon
- Meihua Qian (ORCID: https://orcid.org/0000-0002-9383-7939)
- Karim Salem
- Zhehan Zhang
- Richard Scott (ORCID: https://orcid.org/0009-0002-2284-2965)
Institutions
- University of Iowa (US)
- Sentient Science (United States) (US)
- Clemson University (US)
Publication Details
- Journal
- The Journal of Creative Behavior
- Published
- 2026-08-25
- DOI
- https://doi.org/10.1002/jocb.70134
- Primary Topic
- Creativity in Education and Neuroscience
- Type
- article
- Field-Weighted Citation Impact
- 0.00