Creativity support in a serious game for dementia care

  • Authors:
  • Anja Sisarica;Neil Maiden;Dalia Morosini;Lucia Panesse;Kevin Pudney;Malcolm Rose

  • Affiliations:
  • City University London, Northampton Square, London, United Kingdom;City University London, Northampton Square, London, United Kingdom;Imaginary S.r.l., Via Mauro Macchi, Milano, Italy;Imaginary S.r.l., Via Mauro Macchi, Milano, Italy;Registered Nursing Home Association, Birmingham, United Kingdom;Registered Nursing Home Association, Birmingham, United Kingdom

  • Venue:
  • Proceedings of the 9th ACM Conference on Creativity & Cognition
  • Year:
  • 2013

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Abstract

This paper advocated the use of computer-based serious games as a form of creativity support tool. Whilst the use of serious games has grown considerably in recent years, support for players to think creatively is often implicit in the game, and does not exploit the wide range of creativity techniques and software tools available. This paper made the case for explicit creativity support in serious games, which is applied to inform a serious game developed to train carers in creativity techniques to deliver more person-centred care to people with dementia.