期刊名称:International Journal of Advanced Computer Science and Applications(IJACSA)
印刷版ISSN:2158-107X
电子版ISSN:2156-5570
出版年度:2021
卷号:12
期号:5
页码:59
DOI:10.14569/IJACSA.2021.0120509
出版社:Science and Information Society (SAI)
摘要: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.
关键词:Creativity training; game design; creative ideas; creative thinking