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Do Fans of Violent Stories Show a Higher Potential for Creative Harm? True Crime as a Stimulating Environment for Malevolent Creativity 暴力故事的粉丝是否表现出更高的创造性伤害潜力?真实犯罪是激发恶意创造力的环境
IF 3 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL Pub Date : 2026-01-30 DOI: 10.1002/jocb.70100
Corinna M. Perchtold-Stefan, David Cropley, Katharina Sattler, Christian Rominger, Andreas Fink, Matthijs Baas

The media we consume may shape our cognition, emotion, and behavior. While violent media effects on aggression have been studied extensively, one popular media genre has escaped scrutiny until now: true crime, featuring real stories of assault, murder, or serial killings. We investigated the idea that the manifold examples of real human violence in true crime may be linked to people's capacity for malevolent creativity—generating creative ideas for harming others. Yet, in two cross-sectional studies, we found only weak to contradictory evidence for this idea. Using multiple regression models, in Study 1 (n = 160), true crime consumption was only linked to higher fluency on a malevolent creativity test (MCT) in individuals high in trait aggression. In Study 2 (n = 307), links of true crime consumption with malevolent creativity were eclipsed by links to fictional horror, other media preference, and depressive affect. Moreover, both studies found that high true crime consumption seemed to mitigate the link between general creativity and malevolent originality. Although further experimental and longitudinal research is needed, true crime may potentially inhibit consumers from applying their creative potential to uniquely harming others, which may suggest prosocial and empathic motives in true crime consumption.

我们消费的媒体可能会塑造我们的认知、情感和行为。虽然暴力媒体对攻击性的影响已经得到了广泛的研究,但有一种流行的媒体类型直到现在才受到审查:真实犯罪,以袭击,谋杀或连环杀人的真实故事为特色。我们调查了这样一种观点,即真实犯罪中人类暴力的多种例子可能与人们恶意创造力的能力有关——产生伤害他人的创造性想法。然而,在两项横断面研究中,我们发现只有微弱或相互矛盾的证据支持这一观点。在研究1 (n = 160)中,使用多元回归模型,真实犯罪消费仅与高攻击性特质个体在恶意创造力测试(MCT)中的较高流畅度有关。在研究2 (n = 307)中,真实犯罪消费与恶意创造力的联系被虚构的恐怖、其他媒体偏好和抑郁情绪的联系所掩盖。此外,两项研究都发现,高真实犯罪消费似乎减轻了一般创造力和恶意独创性之间的联系。虽然需要进一步的实验和纵向研究,但真实犯罪可能会潜在地抑制消费者运用他们的创造潜力来独特地伤害他人,这可能表明真实犯罪消费中的亲社会和移情动机。
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引用次数: 0
Using Immersive Technology to Understand the Effect of Emotional Shift on Creativity 利用沉浸式技术了解情绪转变对创造力的影响
IF 3 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL Pub Date : 2026-01-28 DOI: 10.1002/jocb.70093
Jue Wang, Shiori Sakamoto, Yusuke Moriguchi

This study examined how emotional shifts elicited by virtual environments (VEs) affect individuals' creativity. With the growing use of VEs in educational and interactive settings, understanding their emotional impact on creativity is timely and critical, particularly from a developmental perspective, as emotion regulation and creative potential undergo changes across developmental stages. Studying both adults and children may help identify sensitive periods for fostering creativity through emotional engagement. Adults (N = 106) and children aged seven to nine (N = 121) participated in an online study. Each participant experienced two VEs: a “neutral” control environment and one of two “emotional” environments designed to elicit distinct emotional states. After each VE, participants reported their emotional states and completed a standard creative thinking task. Emotional shifts between the two VEs were analyzed to assess their effects on the subsequent creative thinking task. Results revealed that both adults and children reacted in similar emotional directions to the relevant “emotional” environments. Furthermore, decreases in valence were associated with increases in originality across both age groups. These findings highlight the nuanced, and somewhat counterintuitive role of negative emotional shifts in fostering creative thinking and suggest that such mechanisms may operate similarly in both children and adults.

本研究考察了虚拟环境(VEs)引发的情绪变化如何影响个体的创造力。随着在教育和互动环境中越来越多地使用虚拟现实,理解它们对创造力的情感影响是及时和关键的,特别是从发展的角度来看,因为情绪调节和创造潜力在发展阶段会发生变化。研究成人和儿童可能有助于确定通过情感投入培养创造力的敏感时期。成人(N = 106)和7 - 9岁的儿童(N = 121)参加了一项在线研究。每个参与者都经历了两个虚拟环境:一个是“中性”的控制环境,另一个是旨在引发不同情绪状态的两个“情绪”环境中的一个。每次VE结束后,参与者报告自己的情绪状态,并完成一项标准的创造性思维任务。研究人员分析了两种情景之间的情绪变化,以评估其对随后的创造性思维任务的影响。结果显示,成人和儿童对相关“情绪”环境的情绪反应方向相似。此外,在两个年龄组中,效价的降低与独创性的增加有关。这些发现强调了负面情绪变化在培养创造性思维方面的微妙作用,有些违反直觉,并表明这种机制在儿童和成人中可能相似。
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引用次数: 0
Examining the Japanese Version of the Biographical Inventory of Creative Behavior Among Adults and Adolescents Using Item Response Theory 用项目反应理论检验日文版成人与青少年创造性行为传记量表
IF 3 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL Pub Date : 2026-01-19 DOI: 10.1002/jocb.70094
Chiaki Ishiguro, Kazuki Matsumoto, Takumitsu Agata, Hiroyuki Noguchi, Takeshi Okada

Measures of creative behavior have typically been developed for adults (Biographical Inventory of Creative Behavior [BICB]). Such measures are important for examining the mechanisms of creativity and for understanding how creativity education relates to creative behavior. In Japan, where creativity education has become increasingly emphasized in schools, a scale needs to be developed that can assess creative behavior not only among adults but also among adolescents. Thus, this study developed a Japanese version of the BICB (BICB-J) and examined its measurement properties using the Item Response Theory (IRT) (Study 1). The results demonstrated that multiple BICB items had a high difficulty level and that the BICB-J was extremely difficult for Japanese adults. Differential item and test functioning analyses revealed that the difficulty of the BICB-J items varied by gender and age even when the respondents' traits were the same. Furthermore, this study developed the BICB-J for adolescents by adding items and examining its measurement properties using IRT (Study 2). The results showed that the BICB-J items for adolescents had less difficulty measuring the creative behavior of Japanese adolescents than that of adults. The results are discussed considering previous findings on creative activity among Japanese people.

创造性行为的测量通常是为成人开发的(创造性行为传记量表[BICB])。这些措施对于研究创造力的机制和理解创造力教育如何与创造性行为相关联是很重要的。在日本,学校越来越强调创造力教育,需要开发一种量表,不仅可以评估成年人的创造力行为,也可以评估青少年的创造力行为。因此,本研究开发了日本版的BICB (BICB- j),并使用项目反应理论(IRT)检验了其测量特性(研究1)。结果表明,多个BICB项目具有较高的难度水平,其中BICB- j对日本成年人来说难度极高。差异项目和测试功能分析表明,即使在被调查者的特征相同的情况下,BICB-J项目的难度也因性别和年龄而异。此外,本研究通过增加项目并使用IRT检测其测量特性来开发青少年BICB-J(研究2)。结果表明,用BICB-J量表测量日本青少年创造性行为的难度低于成人。考虑到之前关于日本人创造性活动的研究结果,对结果进行了讨论。
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引用次数: 0
Thinking Through Making or the Art of Verification 通过制作或验证艺术进行思考
IF 3 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL Pub Date : 2026-01-15 DOI: 10.1002/jocb.70099
Frédéric Vallée-Tourangeau

I critically examine Wallas's influential stage model of creative thinking, particularly his dismissal of verification as unimaginative trudging. Wallas's deeply Romantic model exalts intimation and illumination, virtues that remain central to psychological research on creative problem solving. My thesis challenges this: creativity is enacted during verification, and its explanation requires a granular description of verification processes. Verification enriches the cognitive ecosystem by populating it with material prototypes: a draft, a sketch, a software demo, a maquette. These objects look and behave in specific ways, guiding iterative prototype construction. I introduce the concept of outsight, or insight manifested through material engagement, demonstrating how outsight emerges under laboratory conditions using interactive problem-solving procedures. Outsight occurs when physical prototypes reveal solutions through their material configuration, demonstrating how Wallas's “click” moments are enacted rather than purely mental. Video analysis of participants engaged in a creative problem-solving task using ELAN reveals the micro-processes that evince a breakthrough: participants construct solution prototypes, observe material behavior, and iteratively modify configurations until prototype and understanding converge. Interactivity leverages prototyping's generative power. Verification, far from mechanical trudging, is where the art of thought manifests through dynamic person-material coupling in the cognitive ecosystem.

我批判性地审视了华莱士关于创造性思维的有影响力的阶段模型,特别是他将验证视为缺乏想象力的艰辛。Wallas的浪漫主义模型推崇亲密和光明,这些美德仍然是创造性解决问题的心理学研究的核心。我的论文对这一观点提出了挑战:创造力是在验证过程中产生的,它的解释需要对验证过程进行细致的描述。验证通过填充材料原型来丰富认知生态系统:一个草稿,一个草图,一个软件演示,一个模型。这些对象具有特定的外观和行为方式,指导迭代原型构建。我介绍了洞察力的概念,或者通过材料参与表现出来的洞察力,展示了洞察力是如何在实验室条件下使用交互式问题解决程序出现的。当物理原型通过其材料配置揭示解决方案时,就会出现洞察力,证明Wallas的“点击”时刻是如何制定的,而不是纯粹的心理。使用ELAN进行创造性问题解决任务的参与者的视频分析揭示了证明突破的微过程:参与者构建解决方案原型,观察材料行为,迭代修改配置,直到原型和理解融合。交互性利用了原型的生成能力。验证,远非机械的跋涉,是思想艺术通过认知生态系统中动态的人-物耦合表现出来的地方。
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引用次数: 0
The Roles of Creative Self-Efficacy and Team Creative Efficacy in Employee and Team Creativity in Japanese Companies 创新自我效能感和团队创新效能感在日本企业员工和团队创造力中的作用
IF 3 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL Pub Date : 2026-01-15 DOI: 10.1002/jocb.70096
Chiaki Ishiguro, Yumi Tonan, Megumi Ikeda, Yuki Anzai

This study conducted a cross-sectional survey to examine the roles of creative self-efficacy and team creative efficacy in employees' and teams' creative performance in Japanese companies, which culturally emphasize group harmony. In total, 3589 employees and 476 supervisors answered the online surveys. After confirming the creative self-efficacy and team creative efficacy constructs using data on the employee subsample (n = 3231), a distinct subsample of 358 employees working in 119 teams was analyzed using hierarchical linear modeling to assess how individual- and team-level efficacy beliefs are associated with supervisors' ratings of employee and team creativity. The results showed that creative self-efficacy was positively associated with individual creativity at both the within- and the between-group levels. By contrast, team creative efficacy was negatively associated with individual creativity at the within-group level, while its between-group (contextual) effect was small and not significant. These findings suggest that discrepancies in team members' perceptions of team creative efficacy may undermine individual creative performance. Overall, this study illustrates that individual and collective efficacy beliefs have different influences on creativity across levels within teams. This highlights the need to consider creativity as a multilayered social process shaped by both individual efficacy and shared team beliefs.

本研究采用横断面调查的方法,考察了在文化上强调团队和谐的日本企业中,创造自我效能感和团队创造效能感在员工和团队创造绩效中的作用。共有3589名员工和476名主管回答了在线调查。在利用员工子样本(n = 3231)的数据确认了创造性自我效能和团队创造性效能的结构之后,我们使用层次线性模型分析了119个团队的358名员工的不同子样本,以评估个人和团队层面的效能信念与主管对员工和团队创造力的评级之间的关系。结果表明,创造性自我效能感在组内和组间水平上均与个体创造力呈正相关。团队创造效能在组内水平与个体创造力呈负相关,组间(情境)效应较小且不显著。这些发现表明,团队成员对团队创造效能的认知差异可能会影响个人的创造绩效。总体而言,本研究表明,个人和集体效能信念对团队内部不同层次的创造力有不同的影响。这突出了将创造力视为由个人效能和团队共同信念共同塑造的多层次社会过程的必要性。
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引用次数: 0
When DA VINCI Met Wallas: Extended Modeling of the Creative Process 当达芬奇遇见华莱士:创作过程的扩展建模
IF 3 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL Pub Date : 2026-01-09 DOI: 10.1002/jocb.70098
Giovanni Emanuele Corazza, Sergio Agnoli

By positing the centrality of process-oriented definitions of creativity, the article revisits Graham Wallas's The Art of Thought, showing that its legacy extends beyond the canonical four-stage model for the creative process. We first extract from Wallas's book some lesser known details that are proxies of metacognitive and emotional control. Second, we trace a century of theoretical development in models of the creative process, discussing how progress in psychological science enabled the birth of the study of creative cognition. Third, we present a detailed comparison between Wallas and the DA VINCI model, which describes the creative process through five interacting mental states: DAV (drive, attention, volition), information, novelty generation, creativity estimation, and implementation. To account for the dynamic nature of the creative process, this model introduces explicit transition states that mediate state transitions during the process, formalizes inspiration as the deliberate admission of “irrelevant” information that enables escape from dominant ideas, and allows for serendipity via divergent creativity estimation. Finally, we outline implications for modeling the cyber-creative process in the age of generative AI. The article thus offers an integrative framework that honors Wallas's seminal insights while advancing a dynamic, multi-level model suited to contemporary human–AI creative collaboration.

通过假设以过程为导向的创造力定义的中心地位,本文重新审视了格雷厄姆·华莱士的《思想的艺术》,表明其遗产超越了创造性过程的标准四阶段模型。我们首先从Wallas的书中提取了一些鲜为人知的细节,它们是元认知和情绪控制的代理。其次,我们追溯了一个世纪以来创造过程模型的理论发展,讨论了心理科学的进步是如何促成创造性认知研究的诞生的。第三,我们对Wallas模型和DA VINCI模型进行了详细的比较。DA VINCI模型通过五种相互作用的心理状态:DAV(驱动力、注意力、意志)、信息、新奇产生、创造力估计和实施来描述创造过程。为了解释创造过程的动态性,该模型引入了明确的过渡状态,在过程中调解状态转换,将灵感形式化为故意承认“不相关”信息,使其能够摆脱主导思想,并允许通过不同的创造力估计出现意外发现。最后,我们概述了在生成式人工智能时代对网络创造过程建模的影响。因此,本文提供了一个综合框架,在尊重Wallas的开创性见解的同时,推进了一个适合当代人类-人工智能创造性合作的动态、多层次模型。
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引用次数: 0
Cognitive Control and Creativity in Children: The Role of Task-Specific Demands in Divergent Thinking 儿童的认知控制与创造力:任务特定需求在发散思维中的作用
IF 3 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL Pub Date : 2026-01-07 DOI: 10.1002/jocb.70095
Pier-Luc de Chantal, Marie-Claudelle Leblanc, Claudelle Houde-Labrecque, Claude Labrie

Cognitive control is known to support divergent thinking in adults, but findings in children remain mixed. This study examined the association between cognitive control—measured as a composite score from two executive function tasks—and verbal divergent thinking in 120 French-speaking school-aged children (aged 10 to 12 years). Originality and fluency scores on the Alternate Uses Tests (AUT) and the Consequences Tests (CT) were moderately correlated, supporting their convergent validity. However, children demonstrated higher fluency and originality on the AUT than on the CT. Importantly, the two tasks showed different patterns of association with cognitive control, which was more strongly related to originality in the AUT. This task-specific effect was consistent across both AI- and human-based scoring methods. Additional analyses revealed that children with greater cognitive control generated more original ideas earlier in the tasks, with a gradual decline over time. This temporal pattern remained consistent across both tasks. In contrast, fluency was less consistently related to cognitive control and did not exhibit task-specific effects. Together, these findings provide further evidence that cognitive control plays a role in preadolescents' creative performance, while also highlighting possible task-specific demands that carry important implications for understanding the development and assessment of divergent thinking.

众所周知,认知控制能够支持成人的发散性思维,但在儿童身上的研究结果却参差不齐。这项研究调查了120名说法语的学龄儿童(10至12岁)的认知控制(通过两项执行功能任务的综合得分来衡量)与言语发散思维之间的关系。替代用途测试(AUT)和结果测试(CT)的独创性和流畅性得分呈中等相关,支持其收敛效度。然而,儿童在AUT上比在CT上表现出更高的流畅性和独创性。重要的是,这两个任务显示出与认知控制的不同关联模式,认知控制在AUT中与独创性的关联更强。这种特定于任务的效果在人工智能和基于人类的评分方法中都是一致的。另外的分析显示,认知控制能力较强的孩子在任务早期会产生更多的原创想法,随着时间的推移会逐渐下降。这种时间模式在两个任务中保持一致。相比之下,流利程度与认知控制的关系不太一致,也没有表现出特定任务的影响。总之,这些发现为认知控制在青春期前的创造性表现中发挥作用提供了进一步的证据,同时也强调了可能的特定任务需求,这对理解发散思维的发展和评估具有重要意义。
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引用次数: 0
Does Workplace Creativity Start at Home?: Understanding the Influence of Family Support on Workplace Creativity via Increased Employee Resilience 职场创造力是从家里开始的吗?:通过提高员工弹性来理解家庭支持对工作场所创造力的影响
IF 3 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL Pub Date : 2026-01-04 DOI: 10.1002/jocb.70092
Meagan E. Paez, Roni Reiter-Palmon

The current study aims to provide a better understanding of the role of family support in promoting workplace creativity via improved individual resilience. Further investigating these relationships, the current study assessed data collected via an online survey of 278 participants. Consistent with existing research on the more general construct of social support and creativity, the results provided support for the idea that home life may prove to be a beneficial antecedent of higher creative functioning at work. Family support was found to be directly related to improved self-perceptions of individual creativity at work. Individuals reporting higher levels of family support also reported higher levels of workplace resilience. Additionally, employee resilience was found to partially mediate the positive relationship between family support and creativity.

本研究旨在更好地理解家庭支持通过提高个人弹性来促进工作场所创造力的作用。为了进一步调查这些关系,目前的研究评估了278名参与者通过在线调查收集的数据。与现有的关于社会支持和创造力的更一般的研究相一致,研究结果支持了这样一种观点,即家庭生活可能被证明是工作中更高创造性功能的有益前提。研究发现,家庭支持与提高工作中个人创造力的自我认知直接相关。报告家庭支持水平较高的个人也报告了更高水平的职场适应能力。此外,员工弹性在家庭支持与创造力的正向关系中起部分中介作用。
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引用次数: 0
The Effect of Mathematical Satisfaction on Mathematical Creativity: The Moderating Role of Individual Variables 数学满意度对数学创造力的影响:个体变量的调节作用
IF 3 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL Pub Date : 2025-12-30 DOI: 10.1002/jocb.70083
Feride Ozyildirim Gumus, Sumeyra Soysal

This study seeks to explore the moderating effect of gender, grade level, self-confidence in mathematics, and study time allocated for mathematics outside of school on the relationship between mathematical satisfaction and mathematical creativity. Data were collected from 452 students attending state middle schools in different cities. In addition to a survey with demographic variables, data collection tools include a mathematical creativity test consisting of five open-ended mathematical problems and a Likert-type scale measuring mathematical satisfaction. The findings indicate a significant positive effect of mathematical satisfaction on mathematical creativity. The results further proved that there is no significant moderating role of gender, grade level, self-confidence in mathematics, and study time allocated for mathematics outside of school on this relationship. Future studies can focus on examining in more detail how this positive effect between mathematical satisfaction and mathematical creativity occurs.

本研究旨在探讨性别、年级、数学自信心、课外数学学习时间对数学满意度与数学创造力关系的调节作用。数据来自不同城市公立中学的452名学生。除了人口变量调查外,数据收集工具还包括一个由五个开放式数学问题组成的数学创造力测试和一个测量数学满意度的李克特式量表。研究结果表明,数学满意度对数学创造力有显著的正向影响。结果进一步证明,性别、年级水平、数学自信心和课外数学学习时间对这一关系没有显著的调节作用。未来的研究可以集中在更详细地检查数学满意度和数学创造力之间的这种积极影响是如何发生的。
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引用次数: 0
AI-Powered Scoring for Creative Thinking: Methods and Challenges in PISA Assessment 创新思维的人工智能评分:PISA评估中的方法和挑战
IF 3 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL Pub Date : 2025-12-30 DOI: 10.1002/jocb.70082
Ricardo Primi, Roger E. Beaty, Mathias Benedek, Denis Dumas, Peter Organisciak, John D. Patterson, Tiago Calico, Mario Piacentini

The introduction of the PISA 2022 Creative Thinking assessment underscores the growing need for scalable, valid, and reliable methods to evaluate creativity in international large-scale assessments. Traditional human scoring, while nuanced, is time-consuming, costly, and subject to inconsistencies. This paper explores recent advances in artificial intelligence (AI) and natural language processing (NLP)—particularly transformer-based large language models (LLMs)—as promising alternatives for automated scoring. We review three methodological approaches: (1) unsupervised methods using semantic distance, (2) supervised fine-tuning with labeled data, and (3) few−/zero-shot learning using prompt-based inference. Empirical findings from verbal and visual creative tasks show that AI-based scoring systems can approximate human ratings with substantial accuracy (r = 0.70–0.85), even across different languages and task formats. A case study using the PISA Book Covers task demonstrates convergence between AI and human scores, with reliability levels comparable to traditional scoring. However, key challenges remain, particularly regarding cross-cultural comparability, bias mitigation, and interpretability. We discuss psychometric strategies (e.g., Many-Facet Rasch Models) to model these issues and propose future directions, including scoring of distinct creativity dimensions and developing transparent, open-source platforms. If rigorously validated, AI-based scoring offers a feasible and equitable path forward for assessing creativity globally.

PISA 2022创造性思维评估的引入强调了在国际大规模评估中对可扩展、有效和可靠的方法来评估创造力的日益增长的需求。传统的人工评分虽然细致入微,但耗时、成本高,而且容易出现不一致性。本文探讨了人工智能(AI)和自然语言处理(NLP)的最新进展-特别是基于变压器的大型语言模型(llm) -作为自动评分的有前途的替代方案。我们回顾了三种方法:(1)使用语义距离的无监督方法,(2)使用标记数据的监督微调,以及(3)使用基于提示的推理的少/零射击学习。口头和视觉创造性任务的实证研究结果表明,基于人工智能的评分系统可以以相当高的准确性接近人类的评分(r = 0.70-0.85),即使在不同的语言和任务格式中也是如此。使用PISA书本封面任务的案例研究展示了人工智能和人类分数之间的融合,其可靠性水平与传统评分相当。然而,主要的挑战仍然存在,特别是在跨文化可比性、减少偏见和可解释性方面。我们讨论了心理测量策略(例如,多面Rasch模型)来模拟这些问题,并提出了未来的方向,包括不同创造力维度的评分和开发透明的开源平台。如果经过严格验证,基于人工智能的评分为评估全球创造力提供了一条可行而公平的道路。
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引用次数: 0
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Journal of Creative Behavior
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