@inproceedings{Haase2020, author = {Haase, Jennifer}, title = {How games spoil creativity}, series = {International conference of ISPIM / International Society for Professional Innovation Management : papers / Graduate School of Industrial Engineering and Management Science, Eindhoven University of Technology}, booktitle = {International conference of ISPIM / International Society for Professional Innovation Management : papers / Graduate School of Industrial Engineering and Management Science, Eindhoven University of Technology}, publisher = {International Society for Professional Innovation Management}, address = {Manchester}, pages = {1 -- 12}, year = {2020}, abstract = {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.}, language = {en} } @misc{SchneiderShigeyamaKovacsetal.2018, author = {Schneider, Oliver and Shigeyama, Jotaro and Kovacs, Robert and Roumen, Thijs Jan and Marwecki, Sebastian and B{\"o}ckhoff, Nico and Gl{\"o}ckner, Daniel Amadeus Johannes and Bounama, Jonas and Baudisch, Patrick}, title = {DualPanto}, series = {UIST '18: Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology}, journal = {UIST '18: Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology}, publisher = {Association for Computing Machinery}, address = {New York}, isbn = {978-1-4503-5948-1}, doi = {10.1145/3242587.3242604}, pages = {877 -- 887}, year = {2018}, abstract = {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).}, language = {en} }