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.

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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
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article

Developing Scientific Creativity in Digital Game Environments: A Framework and Tutorial for Application to Game Design

Qianyi Gao, Haley Congdon, Meihua Qian, Karim Salem et al.
The Journal of Creative Behavior
Creativity in Education and Neuroscience
article

Developing Scientific Creativity in Digital Game Environments: A Framework and Tutorial for Application to Game Design

Qianyi Gao, Haley Congdon, Meihua Qian, Karim Salem, Zhehan Zhang, Richard Scott
article en

Abstract

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.

The Journal of Creative BehaviorVol. 60(3)
University of Iowa (US), Sentient Science (United States) (US), Clemson University (US)
Quality Education
Openalex Percentile: Top 7%
Creativity in Education and Neuroscience
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