Games and Creativity: A Theoretical Framework
Abstract
1. Introduction
1.1. Creativity
1.2. Creativity Enhancement
1.3. Experiential Learning
1.4. Game-Based Learning
1.5. Integrating Experiential Learning and Game-Based Learning
1.5.1. Concrete Experience
1.5.2. Reflective Observation
1.5.3. Abstract Conceptualization
1.5.4. Active Experimentation
1.5.5. The Game-Based Creativity Enhancement Framework (G-CEF)
2. Personal Factors
2.1. Playfulness
2.2. Imagination
2.3. Mind-Wandering
2.4. Mindfulness
2.5. Psychological Capital
2.6. Motives
3. Game Attributes
3.1. Design Affordances
3.1.1. Degree of Flexibility
3.1.2. Narrative
3.1.3. Tools
3.1.4. Environment
3.1.5. Content Creation
3.1.6. Avatar
3.1.7. Progression
3.1.8. Replayability
3.2. Game Mechanics
4. Learning Situations: Illustrations with Board Games
4.1. Time’s Up
4.2. The Big Idea
5. Learning Outcomes
5.1. Board Games
5.2. Video Games
5.3. Tabletop Role-Playing Games
6. Discussion
6.1. The Framework
6.2. Practical Implications
6.3. Limitations
6.4. Future Directions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Mercier, M.; Bourgeois-Bougrine, S.; Lubart, T. Games and Creativity: A Theoretical Framework. J. Intell. 2026, 14, 21. https://doi.org/10.3390/jintelligence14020021
Mercier M, Bourgeois-Bougrine S, Lubart T. Games and Creativity: A Theoretical Framework. Journal of Intelligence. 2026; 14(2):21. https://doi.org/10.3390/jintelligence14020021
Chicago/Turabian StyleMercier, Maxence, Samira Bourgeois-Bougrine, and Todd Lubart. 2026. "Games and Creativity: A Theoretical Framework" Journal of Intelligence 14, no. 2: 21. https://doi.org/10.3390/jintelligence14020021
APA StyleMercier, M., Bourgeois-Bougrine, S., & Lubart, T. (2026). Games and Creativity: A Theoretical Framework. Journal of Intelligence, 14(2), 21. https://doi.org/10.3390/jintelligence14020021

