**8.2 Creativity**

Creativity is identified as one of the key components of pleasurable play; however, with very few examples of this form of play being present in the literature, exploring this was one of the primary objectives of the TNAR project. It is interesting from a research perspective and gratifying from a creative one, then, that the creative game mechanism was the most successful element of the project in stimulating positive

responses. All those who successfully progressed through the game to this component, and had a device capable of rendering it successfully, (4/7) were observed to derive pleasure from building and decorating the digital rendition of the picture galley. Players were seen to experiment for prolonged periods with the different options, and there was evidence that the creative process had an educational dimension, with comments from participants about the effectiveness of their recreation and expressions of interest about the historical decorative options. The TNAR project then was, in this component, effective both as an educational tool and as a motivational mechanism in that players were motivated to continue playing. There is evidence that gameplay *via* augmented reality also provided meaningful playable moments through comments, such as 'Visually, very cool, I felt very much part of the experience', and 'It's magic'. Motivation was not, it was observed, necessarily sufficient, however, for players to re-engage with the text-based game.
