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Using Reflexive Photography to Investigate Design Affordances for Creativity in Digital Entertainment Games
Abstract
This article aims to provide an account of the use of reflexive photography in capturing player creativity in practice and present a guide to how game design can support player creativity. While previous literature has examined some aspects of player creativity in digital games, there remains a dearth of work, which examines how design elements of games contribute to creative behavior. Using a reflexive photography method with photo-elicitation interviews, this study identifies eight design affordances for player creativity in digital games and outlines the effectiveness of the reflexive photography method within the context of digital games. The identified design affordances related to the degree of flexibility of the game structure (e.g., open versus linear), narrative exploration, extent and diversity of game variables, opportunities for content creation, environmental interaction and exploration, avatar customization, progression, and replayability. Implications for the design of games that support creativity are discussed.
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Different features of technology and its affordances enable creativity for users.
“This reflects research in human-computer interaction, design studies, and psychology on how different features of technology, and its affordances, enable creativity for its users (Hall et al. 2021, Nijs et al. 2025).”
From Entrepreneurial Selves, Emotions, and Algorithmic Creativity Among Young Content Creators in the Philippines (2026) · cites this paper as Hall et al. 2021
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Cited by
Sorted by citations
Cabbuag, S. I. (2026) · Journal of Applied Youth Studies · doi:10.1007/s43151-026-00215-3
Metadata
- Authors
- Hall, J., Stickler, U., Herodotou, C., & Iacovides, I.
- Affiliations
- The Open University (GB)
- University of York (GB)
- Corresponding author
- Hall, Johanna
- Venue
- International Journal of Human–Computer Interaction
- Publisher
- Informa UK Limited
- Published
- 2020-12-10
- Volume
- 37
- Issue
- 9
- Pages
- 867-883
- ISSN
- 1044-7318 (ISSN-L)
- 1532-7590
- OpenAlex
- W3111501224
- Cited by
- 15
- References
- 4
- Citations by year
- 2026: 3 · 2025: 2 · 2024: 5 · 2023: 1 · 2022: 2 · 2021: 2
- FWCI
- 1.67
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- International Journal of Human-Computer Interaction (publishedVersion)
- White Rose Research Online (University of Leeds, The University of Sheffield, University of York) (acceptedVersion)
- Open Research Online - ORO (The Open University) (acceptedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
- Keywords
- player creativity, photo-elicitation interviews, narrative exploration, content creation, avatar customization, game progression, replayability, environmental interaction
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