The Big Book of Creativity Games: Quick, Fun Acitivities for Jumpstarting Innovation
R**N
Creativity from one who knows the source
The book is firmly rooted in science, and the exercises are proof: This is not a cookbook. You need to understand the rationale behind the exercises. The book builds up a coherent set of argument, points to further reading, and is a veritable treasure trove of how to be, and help others be, creative. I highly recommend it.
L**M
Four Stars
I have found it useful.
P**E
CREATIVE PROCESS DEMYSTIFIED
Thank you, Robert Epstein, for demythologizing creativity. As a writing teacher I found this book very helpful in several ways. The games are fun and each one makes a strong point. My students respond to the core competencies with excitement and gratitude and most can't wait to develop these concrete skills. I've found nothing better for tackling the problem of "writer's block." I have used this book with students in classroom and workshop situations and recommend it to managers who want to jump start their employees' creativity.
S**T
Five Stars
great resource
T**M
Extremely light-weight!
This book is a total disappointment. Few if any of the games are unique and most are available free on the internet. If you're thinking of buying this book, think again.
R**E
Four Stars
nice
F**N
Unleash Your Creativity
It is probably no accident that Robert Epstein's _Big Book of Creativity Games: Quick, Fun Activities for Jumpstarting Innovation_ appears at first glance to be a book for children. Its title, colorful cover, and interior design are reminiscent of children's books. While many of the games can be used in classrooms, the primary audience for the book is adults -- people who want to improve the creativity of those in their businesses or other organizations.The forty-eight games in the book are based on Epstein's Generativity Theory. His ideas about the creative process grew out of his laboratory research. In addition to refuting popular myths about the creative process, Epstein identifies four core competencies that help individuals express their creativity (plus four more competencies to nurture creativity in others):1. Capturing new ideas2. Challenging yourself so that new ideas emerge3. Broadening your base of knowledge and experience4. Surrounding yourself with an environment -- both physical and social -- that encourages new ideasDespite the fact that the book is grounded in theory and research, the information it contains is practical and easily accessible. The book is written in lay terms, and the information is as easy to understand as the juvenile format leads you to expect it to be.The games are categorized by purpose (such as "convincing people that they're creative") and by core competency. It is easy, therefore, to find games to fit a particular need. Epstein devotes about three pages to each game, providing a summary of the game, its objective, the time required (ranging from 5 to 90 minutes), the materials needed (generally readily available), the procedure, and discussion questions. The discussion questions are indeed a key feature of the book, for the games are intended not only to boost creativity but also to demonstrate creativity's basic principles.Epstein places a high premium on failure. He says that failure causes us to recall past methods of dealing with a problem -- and often discover a new solution. Without failure, creativity is not needed (remember the Apollo 13 mission). Many games involving the second competency, Challenging, deal with managing the frustration and other negative emotions that often accompany failure.In addition, the book includes an abridged version of Epstein's Creativity Competencies Inventory for Individuals (ECCI-i) along with a self-scorer. These tools are effective for evaluating a person's overall creativity and each of the four competencies. It is easy, then, for a person to see which areas would benefit from development.
R**K
Nice book
Has some very good activities
F**A
Tips for creativity games
This book is a bit disappointing. Only few games are really stimulating creativity. Most games are just ice-breakers for group activities.
N**L
Good ideas but for new teams but not what I wanted
As a teacher of creativity I thought this may offer some teaching ideas- it seems very much for small new teams in small businesses.My students are members of largest organisation -NHS - and struggled to see any relevance for them.
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