Video games and creativity: On the potential and narration of fear

Authors

  • Piotr Prósinowski University of Gdansk
  • Piotr Krzywdziński University of Gdansk

DOI:

https://doi.org/10.26881/ae.2016.13.04

Keywords:

video games, creativity, social awareness, educations, emotions, culture

Abstract

There is a massive amount of pedagogical literature about video games, constructing a negative image of the medium. There are many texts about both real and hypothetical dangerous influences of games on those who play them. In our text we discuss a specific potential of video games – the ability to support creativity and social awareness (which in some situations may break taboos). In the article we also discuss other potentials of video games along with their connotations with culture and education.

mnisw-en262.jpg

English translation: Anna Moroz-Darska

Modernisation of the journal's operations and translation into the English language of articles published in Ars Educandi in 2012-2017 were financed with funds from the Ministry of Science and Higher Education as a part of the task Science Promotion Activity (pl. DUN).

The task ‘The implementation of the editorial module on the platform of Uniwersyteckie Czasopisma Naukowe – a system facilitating the editing and management of the academic journal Ars Educandi‘ was financed as a part of contract 661/P-DUN/2018 of 12.06.2018 from funds of the Ministry of Science and Higher Education designated for the promotion of science.

The task ‘The creation of a modern online version of the academic journal Ars Educandi through the implementation of the publication module on the platform of Uniwersyteckie Czasopisma Naukowe and the handling of international indexing databases’ was financed as a part of contract 661/P-DUN/2018 of 12.06.2018 from funds of the Ministry of Science and Higher Education designated for the promotion of science.

The task ‘Preparation of the English language version of the last 6 annual issues (2012-2017) of the academic journal Ars Educandi and their publication online’ was financed as a part of contract 661/P-DUN/2018 of 12.06.2018 from funds of the Ministry of Science and Higher Education designated for the promotion of science.

Downloads

Download data is not yet available.

Published

2016-12-01

How to Cite

Prósinowski, P., & Krzywdziński, P. (2016). Video games and creativity: On the potential and narration of fear. Ars Educandi, (13), 45–56. https://doi.org/10.26881/ae.2016.13.04

Issue

Section

Artykuły i rozprawy

Most read articles by the same author(s)