Creative game

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In game science , creative games mean game forms that primarily require ingenuity and creative qualities .

Creative play with Johann Bernhard Basedow (1724–1790). Engraving by Daniel Chodowiecki

term

Creativity (word formation from the Latin creāre , (he) create, (he) generate ) means 'creative power' and 'creative idea'. Creative games grow accordingly from the imagination and the will to create . The impulse for this characteristic intellectual productivity arises from the desire for change, from the search for new ways of playing that correspond to one's own ideas.

Quirk

In contrast to other types of game, the creative game is characterized above all by the fact that it is not only played according to a set of rules, but rules, organizational forms and processes are dealt with flexibly. They can be changed, varied or completely reinvented. Creativity consists in breaking away from a given set of rules and producing your own original game ideas and implementing them in game forms. The existing play equipment, the special space, a given situation or the playing partners can become impulses. In this way games are created that meet the ingenuity and spontaneous needs of the players. The end of the game is challenged creatively and creatively in the creative game.

The creativity can reach different degrees. It starts with simply modifying rules and restructuring game processes and extends to inventing your own game forms. Even young children succeed in inventing their own games if they can handle objects and materials without being influenced by adults and discover and design their environment in the playroom, cellar, garden or forest. The creative power becomes clear in symbol games when events in the environment or self-invented fantasy figures are transformed into a game. Creative games can even develop “self-healing powers” ​​and achieve a therapeutic effect if traumatic experiences are sublimated and processed in a playful way.

Examples

Language games

Even elementary school children experiment with words in free play. They form queues of words, invent language images, flirt with rhymes. People around them are given nicknames based on their actual name, their appearance or their actions. The children change rhymes are in complicated words onomatopoeic active and parody disrespectful old songs by inserting alienating words such. B. in Paul Gerhardt's holy prayer text for many adults : "Now all forests, cattle, people, stubble fields are resting, the whole world is sleeping ." The impulse usually arises from the stimulus to mock or mock a language that sounds stilted in one's own ears wanting to play with alternative options.

Ball over the string

The creative game ball over the string grows out of a simple game idea that can be designed in many ways. For the trained game expert, it offers an infinite variety of variants, from toddlers to high-performance athletes, at any place, at any time, with a wide variety of play equipment and playing fields, under variable rules and performance requirements, under changing techniques and objectives, with different numbers of participants and age groups enable attractive and demanding forms of play. The game idea can be realized with hands or feet, sitting or standing, in the garden, on the beach or in the hall. Played with light balloons, the string ball game is already suitable as a room game between mother and preschooler. As a fistball or volleyball game, it even achieves the tournament form of a sports game with the highest technical, tactical and fitness requirements.

Way to school game

The school route game is a creative learning game for school beginners that is used in traffic education: the children independently explore the conditions on their way to school under the supervision of an adult and design them into their own board game that can be used as a break. The self-created game does not represent a given abstract traffic situation, but rather depicts the actual realities of one's own way to school. The children's experiences and imagination determine which event, hazard and task cards should be important in the game, and which can be changed and updated at any time.

Jungle festival

The jungle festival is a challenging opportunity to create and act out situations with one another in a larger playing field, based on the idea of ​​'jungle life', giving free space to the imagination. The idea of ​​creating a jungle landscape offers a wide range of possibilities during the creation process to put yourself in the desired scenery both mentally and practically and to try out the terrain in a playful way. The teaching candidate Nadine Kutzli has shown how from the premises devices, and a gym on a weekend an attractive game scenery can arise. Exciting climbing passages, dark caves and floating tree houses offer the need for adventure , a crashed plane and a piranha- populated river of fantasy and role-playing games with animal and human jungle inhabitants a lot of space for creative play.

meaning

In the context of play culture, creative play has a significant practical play and educational role. It counteracts the widespread tendency of teachers and players to only consume existing toys and play them according to a set of rules. Games collections that are abundantly offered in gaming literature and in retail promote this trend. Creative games, on the other hand, have the potential to open up new territory in the play area by discovering and exploring , to expand the play material infinitely and not to let the joy of playing wane when the well-known games are "played out" according to the well-known rules and offer nothing new. Children who are allowed to play without being influenced, who have not yet been overfed with perfect toys, are most likely to succeed in creative play. If you let them go, they will soon create imaginative forms of play from the simplest conditions in their respective environment. The pampered adult, on the other hand, usually has to learn again how to play productive games without external guidelines and help. He feels helpless if he is missing a ball, a prepared playing area or playing partner or the rulebook is not available for a new game. However, the game master , who is familiar with creative play, does not run out of toys at any time and in any place, as he has learned to recognize the nature of the environment encouraging play and to use terrain, equipment, materials, fellow players and situations as a source of inspiration to play understand and use.

literature

  • Hans Hoppe: Games Finding and Inventing. A guide to game practice. Lit, 2nd edition, Berlin 2011, ISBN 3-8258-9651-X .
  • Nadine Kutzli: Jungle experience. Create a jungle festival with students . Scientific state examination thesis. Karlsruhe University of Education 1998.
  • Thomas Schmid: Make computer games yourself . Augustus. Augsburg 1995.
  • Siegbert A. Warwitz, Anita Rudolf: Game Creativity. The way from the game idea to the game , In: Dies .: On the sense of playing. Reflections and game ideas . Schneider Verlag, 4th edition, Baltmannsweiler 2016, pp. 161–166. ISBN 978-3-8340-1664-5 .
  • Siegbert A. Warwitz, Anita Rudolf: Playing - rediscovered . Herder, Freiburg im Breisgau 1982, ISBN 3-451-07952-6 .
  • Hans Weis: Play with words . Dummies. Bonn 1976.
  • Hans Zulliger: Healing powers in children's play . Klotz Publishing House, Magdeburg 2007.

Web links

Wiktionary: Creative game  - explanations of meanings, word origins, synonyms, translations

Individual evidence

  1. ^ Gisela Ulman: Creativity , Beltz, Weinheim – Berlin – Basel 1970.
  2. Hans Zulliger: Healing powers in children's play . Klotz Publishing House, Magdeburg 2007
  3. ^ Siegbert A. Warwitz, Anita Rudolf: Playing – newly discovered . Herder, Freiburg im Breisgau 1982.
  4. Hans Weis: Playing with words . Dummies. Bonn 1976.
  5. ^ Siegbert A. Warwitz, Anita Rudolf: Game Creativity. The way from the game idea to the game , In: Dies .: On the sense of playing. Reflections and game ideas . Schneider Verlag, 4th edition, Baltmannsweiler 2016, pp. 161–166.
  6. ^ Siegbert A. Warwitz: Das Schulwegspiel , In: Ders .: Traffic education from the child. Perceiving - playing - thinking - acting . Schneider, 6th edition, Baltmannsweiler 2009, pp. 216–221.
  7. Nadine Kutzli: Jungle Experience. Create a jungle festival with students . Scientific state examination thesis. Karlsruhe University of Education, Karlsruhe 1998.
  8. ^ Siegbert A. Warwitz, Anita Rudolf: Spielimpulse , In: Dies .: Vom Sinn des Spielens. Reflections and game ideas . Schneider Verlag, 4th edition, Baltmannsweiler 2016, pp. 210–249.