11 of 12 people found the following review helpful:
1.0 out of 5 stars
Disappointed Innovator, March 6, 2004
This review is from: The Big Book of Creativity Games: Quick, Fun Acitivities for Jumpstarting Innovation (Paperback)
This book was a total disappointment. I have never written a review online before, but if I can stop someone from buying this series I will feel like I've saved someone their hard-earned dollars. The subtitle says "Fun Activities for Jumpstarting Innovation". It should have said "Invent your own games because we don't have any good ones to tell you about". At least half the games were not games at all, but instructions for the participants to CREATE THEIR OWN GAMES!!!!! I COULD HAVE DONE THAT! One after the other are worded as follows: "Participants design and carry out their own exercise to demonstrate the importance of _____ for the creative process" -- (insert chapter topic in the blank). Sorry, that doesn't help me at all. STAY AWAY!
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7 of 8 people found the following review helpful:
4.0 out of 5 stars
Unleash Your Creativity, September 6, 2003
This review is from: The Big Book of Creativity Games: Quick, Fun Acitivities for Jumpstarting Innovation (Paperback)
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 ideas
2. Challenging yourself so that new ideas emerge
3. Broadening your base of knowledge and experience
4. Surrounding yourself with an environment -- both physical and social -- that encourages new ideas
Despite 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.
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3 of 3 people found the following review helpful:
5.0 out of 5 stars
Creativity from one who knows the source, February 10, 2007
This review is from: The Big Book of Creativity Games: Quick, Fun Acitivities for Jumpstarting Innovation (Paperback)
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.
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