This package contains 12 games that deliver playful techniques for solving problems and utilizing opportunities. The games provide a structure for individual and team work through different steps in the creativity process. They can be speeded up, slowed down, divided into phases, or combined into a total creativity project.
This book is a combination of our earlier books that deal with the creativity process: Creativity Games and More Creativity Games.
Creativity Games presents five flexible games that deal with idea generation and the use of diverse teams.
THE MOST . . . is a lecture game that combines the efficiency and control of a lecture with the interactivity and playfulness of a game. Use this game to introduce the creativity process to your players.
GOALS, FACTS, AND IDEAS capitalizes on the way the brain functions during a creative frenzy, hopping from one stream of thoughts to another. The players generate a pile of high-quality ideas that are useful, unique, and relevant.
CREATIVE CARDS begins with anonymous suggestions from individuals and ends with joint decisions from teams. It adds a flexible structure to any brainstorming activity and encourages the players to express, explain, and exchange their ideas. As a framegame, CREATIVE CARDS can be used for different purposes, such as selecting problems to be solved, pinpointing the root causes of a problem, defining successful solutions, or naming key people in the implementation process.
More Creativity Games presents seven flexible games that deal with enhancement of brainstorming, levels of detail, preventing linear thinking, generating alternative ideas, individual and teamwork, and selling creative ideas.
CREATIVE FICTION provides an overview of the creativity process. Participants personalize the process by coming up with stories.
HIGH FIVE is an enhancement of the traditional brainstorming technique. Working in teams and keeping scores adds interesting twists to generating ideas and selecting the best ones. The technique used in the game can also be applied to pinpointing problems and opportunities, collecting critical pieces of information, specifying goals and standards, and identifying key decision makers.
ZOOM enables participants to play with ideas at different levels of detail. They begin at the abstract end (How to influence people) and work their way down to the specific question (How do you sell a $29.95 book to professionals on the Internet?). The ZOOM technique can also be applied to organizing information and specifying objectives.
THE CREATIVE DIE prevents participants from falling into the rut of linear thinking by having them hop among six different steps in the creativity process. This technique can be applied to any project.
One of the rules in the creativity process is never to stop at the first idea. RAMA goes beyond that and requires that participants come up with three ideas at a time by digging deep into inner layers of creativity. The RAMA technique can also be applied for amassing useful information and forcing unconventional connections.
ALONE IN A CROWD teaches participants the positive applications of negative thinking. It also helps participants explore how personal preferences and situational factors influence the choice between working alone and working with others. The technique in this game can be used to intensify the impact of other creativity techniques.
PRIZE MONEY reflects the real world by dangling valuable cash awards for useful ideas. This activity uses money as a measure of the quality of an idea and of the participants’ ability to sell it. This game can be used to dramatically conclude any training session.