TY - CHAP A1 - Haase, Jennifer T1 - How games spoil creativity BT - a creative mindset priming study T2 - International conference of ISPIM / International Society for Professional Innovation Management : papers / Graduate School of Industrial Engineering and Management Science, Eindhoven University of Technology N2 - The demand for a creative workforce is every growing and effective measures to improve individual creativity are searched for. This study analyzes the possibility to use games as a prime for a creative mindset. Two short entertainment games, plus a no-game-comparison condition were set up in three versions of an online-study, along with two creativity tasks and scales to assess the individual creative mindset (fixed-vs-growth, creative self-efficacy and affect). Results indicate priming effects of the games, but in the opposite intended direction: gaming diminished the creative test performances. Those playing the games reported more ideas in the open-ended creative problem task, but those answers were of less quality and they solved less closed-problem items compared to those not playing. An impact of further mindset differences could be ruled out. KW - Creativity KW - mindset KW - priming KW - gaming KW - improvement KW - enhancement Y1 - 2020 SP - 1 EP - 12 PB - International Society for Professional Innovation Management CY - Manchester ER - TY - GEN A1 - Schneider, Oliver A1 - Shigeyama, Jotaro A1 - Kovacs, Robert A1 - Roumen, Thijs Jan A1 - Marwecki, Sebastian A1 - Böckhoff, Nico A1 - Glöckner, Daniel Amadeus Johannes A1 - Bounama, Jonas A1 - Baudisch, Patrick T1 - DualPanto BT - a haptic device that enables blind users to continuously interact with virtual worlds T2 - UIST '18: Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology N2 - We present a new haptic device that enables blind users to continuously track the absolute position of moving objects in spatial virtual environments, as is the case in sports or shooter games. Users interact with DualPanto by operating the me handle with one hand and by holding on to the it handle with the other hand. Each handle is connected to a pantograph haptic input/output device. The key feature is that the two handles are spatially registered with respect to each other. When guiding their avatar through a virtual world using the me handle, spatial registration enables users to track moving objects by having the device guide the output hand. This allows blind players of a 1-on-1 soccer game to race for the ball or evade an opponent; it allows blind players of a shooter game to aim at an opponent and dodge shots. In our user study, blind participants reported very high enjoyment when using the device to play (6.5/7). KW - Haptics KW - force-feedback KW - accessibility KW - blind KW - visually impaired KW - gaming Y1 - 2018 SN - 978-1-4503-5948-1 U6 - https://doi.org/10.1145/3242587.3242604 SP - 877 EP - 887 PB - Association for Computing Machinery CY - New York ER -