ABSTRACT
In this paper videogames and transmedia are examined from the perspectives of both creation (game design) and audience reception (gameplay experience), in light of the theories of the DPFi (Domain, Person Field interaction) systems model of creativity (Csikszentmihalyi 1988, 1996, 2006, 2014); its herein contended theoretical equivalent, evolutionary epistemology (Popper 1963, DT Campbell 1974, Simonton 2010) and the inherent biocultural evolutionary creative algorithm of selection, variation and transmission-with-heredity; 'flow' theory in creativity (Csikszentmihalyi 1975, 1990, 1996) as a determinant of 'fun factor' in games; 'narrative transportation' theory in fiction (Gerrig 1993, Green & Brock 2000, Van Laer et al 2014) as an additional (necessary but not sufficient) determinant of 'fun-factor' in 'story' videogames; and Boyd's (2009) general theory of creativity in the arts as 'cognitive play with pattern' - ultimately arguing that game play of any kind may potentially enhance animal intelligence, and therefore that videogames as an art form may potentially enhance human intelligence.
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Index Terms
- Flow Theory, Evolution & Creativity: or, 'Fun & Games'
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