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#creativity: Exploring Lay Conceptualizations of Creativity with Twitter Hashtags #创造力:用Twitter哈希标签探索创造力的Lay概念
IF 2.6 3区 心理学 Q1 Arts and Humanities Pub Date : 2023-05-29 DOI: 10.1080/10400419.2023.2214472
S. Ceh, Alexander P. Christensen, I. Lebuda, M. Benedek
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引用次数: 0
Individualism and Collectivism as Predictors of Creative Potentials and Real-Life Creativity in China and US 个人主义与集体主义:中美两国创造潜能与现实生活创造力的预测因子
IF 2.6 3区 心理学 Q1 Arts and Humanities Pub Date : 2023-05-27 DOI: 10.1080/10400419.2023.2217028
Jiajun Guo, Y. Jiang, Shengjie Lin, Weiguo Pang
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引用次数: 1
Evidence for an Asymmetric Switch Cost in State Creativity 国家创新中不对称转换成本的证据
IF 2.6 3区 心理学 Q1 Arts and Humanities Pub Date : 2023-05-25 DOI: 10.1080/10400419.2023.2212999
Robert A. Cortes, Mafalda C.B. Peña, Richard J. Daker, Griffin A. Colaizzi, Adam E. Green
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引用次数: 0
Context Connection: A Product Creative Design Method for Integrating Design Materials and Design Resources 情境连接:一种整合设计材料与设计资源的产品创意设计方法
IF 2.6 3区 心理学 Q1 Arts and Humanities Pub Date : 2023-05-12 DOI: 10.1080/10400419.2023.2207304
Ning Zou, Qing Gong, Xiaolin Li, Zihan Zhao, Chunlei Chai
{"title":"Context Connection: A Product Creative Design Method for Integrating Design Materials and Design Resources","authors":"Ning Zou, Qing Gong, Xiaolin Li, Zihan Zhao, Chunlei Chai","doi":"10.1080/10400419.2023.2207304","DOIUrl":"https://doi.org/10.1080/10400419.2023.2207304","url":null,"abstract":"","PeriodicalId":48144,"journal":{"name":"Creativity Research Journal","volume":null,"pages":null},"PeriodicalIF":2.6,"publicationDate":"2023-05-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48897149","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
When Do Ruminations About Life-Threatening Crises Threaten Creativity? The Critical Role of Resilience 什么时候对危及生命的危机的沉思会威胁到创造力?弹性的关键作用
IF 2.6 3区 心理学 Q1 Arts and Humanities Pub Date : 2023-04-27 DOI: 10.1080/10400419.2023.2205702
D. De Clercq, Imanol Belausteguigoitia
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引用次数: 0
Towards Game-Based Assessment of Creative Thinking 基于游戏的创造性思维评估
IF 2.6 3区 心理学 Q1 Arts and Humanities Pub Date : 2023-04-26 DOI: 10.1080/10400419.2023.2198845
J. Rafner, Qian Wang, Miroslav Gadjacz, Thomas Badts, Brendan S. Baker, Carsten Bergenholtz, M. M. Biskjaer, Thomas Bui, A. Carugati, Matthieu de Cibeins, Lior Noy, S. Rahimi, K. Tylén, Blanka Zana, R. Beaty, J. Sherson
ABSTRACT For decades, researchers have struggled with measurement problems related to the construct validity of divergent and convergent thinking in creativity assessments. In response, some have called for battery-based approaches. Recently, digital games have emerged as a potential alternative, offering increased scalability and improved ecological validity. This article presents CREA: a new, scalable, game-based assessment suite. CREA includes crea.tiles and crea.blender, non-verbal games featuring both divergent and convergent thinking modes, as well as crea.ideas – the Alternative Uses Task, a standard test of divergent thinking, and crea.logic – a test of abstract reasoning. The novel convergent and divergent thinking game modes are constructed within the same contextual environment and with theoretically motivated differences in game-prompts to understand and generalize from the emerging elicited behaviors. In this study, 408 participants completed the CREA suite and selected validation measures, representing the largest game-based validation study to date. Both convergent and discriminant validity is demonstrated for crea.tiles with respect to standard tests, with correlations ranging from r = .1–.4. Having CREA freely accessible, we aim to broaden the accessibility of creativity assessment to researchers, educators, and the general public and through this scaleup validate the rich creative behavioral patterns observed in this study. Plain Language Summary Creative thinking is an essential attribute for success in the 21st century, yet it is difficult to measure because it is complex and contextual. Traditional pen and paper tests of creative thinking are the status quo and are backed up by years of research; however, there are well-known issues with these tests such as (1) they are difficult to scale up, as they require expert human-raters to evaluate the responses; (2) many of them are verbal, which is not necessarily fair within a culturally and linguistically diverse population; and (3) there are still fundamental open questions about what they actually measure. Digital, game-based creativity assessments represent an emerging alternative to conventional creativity tests, presenting the potential for increasing scalability and improving the quality of the results. This article presents CREA: a new, scalable, suite of game-based assessments. CREA includes crea.tiles and crea.blender - non-verbal games featuring several game modes, as well as crea.ideas - a standard test of divergent thinking, and crea.logic - a test of abstract reasoning. Participants (n=408) were university students from North America. They completed the CREA suite and a series of validation measures. The results from the study indicate that the current, freely accessible, version of the CREA suite demonstrated sufficient validity to be used by researchers and practitioners as a scalable, creativity assessment instrument for automated figural assessment of divergent an
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引用次数: 0
Virtual Creativity – Bibliometric Literature Review on Measurements and Factors That Influence Creative Virtual Teamwork 虚拟创造力——影响创造性虚拟团队工作的测量和因素文献综述
IF 2.6 3区 心理学 Q1 Arts and Humanities Pub Date : 2023-04-21 DOI: 10.1080/10400419.2023.2198300
Xingyue Yang, P. Gebbing, Erik Lankut, Christoph Lattemann
ABSTRACT Creative virtual teamwork (CVT) has become relevant for many domains of our daily lives: during the pandemic, school classes, business collaborations, and even private personal interactions took place online. However, virtual teamwork is still a challenge for creative collaboration. Research on CVT started decades ago, yet an overview of the field is lacking. This paper addresses this gap by presenting a bibliometric analysis, including 153 high-quality publications, to provide insights into the development of CVT research across disciplines and a thematic content analysis of trends in research streams and measurements. The results list the most impactful authors and journals, research disciplines and trends, as well as measurements of CVT. Research on CVT is growing exponentially and is conducted across various disciplines, mostly in education, followed by computer science, management and psychology. The results of the bibliometric analysis suggest a scattered research landscape, which calls for more interdisciplinary research, including common measurements for CVT across scientific fields. Plain Language Summary Creativity is one of the most essential and sought-after capabilities in the 21st century. However, fostering creativity in virtual teamwork (CVT) has always been a challenge for education and in business. CVT has been investigated from various perspectives, but a comprehensive picture of research on this topic is missing. To address this research gap, this paper presents a bibliometric analysis. The analysis identifies different disciplines and research streams dealing with CVT, research trends, the methods and measurements applied, and most relevant papers and authors in the respective fields. In total, 153 articles were reviewed. The bibliometric analysis reveals a scattered research landscape, which calls for more interdisciplinary research in the future. The following research disciplines have predominantly investigated CVT: education, computer science, management and psychology. However, different disciplines have similar ways to measure creativity, which is a promising starting point for future interdisciplinary studies
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引用次数: 1
The Impact of Adding a Fourth Item to the Traditional 3-Item Remote Associates Test 在传统的三项远程关联测试中添加第四项的影响
IF 2.6 3区 心理学 Q1 Arts and Humanities Pub Date : 2023-04-18 DOI: 10.1080/10400419.2023.2200597
J. Diaz, Steven M. Nelson, A Alexander Beaujean, Adam E. Green, M. Scullin
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引用次数: 1
Response Inhibition Partially Mediates the Relationship Between Emotional States and Creative Divergent Thinking 反应抑制部分介导情绪状态与创造性发散思维的关系
IF 2.6 3区 心理学 Q1 Arts and Humanities Pub Date : 2023-04-10 DOI: 10.1080/10400419.2023.2192605
Radwa Khalil, Lin Lin, A. Karim, B. Godde
ABSTRACT Why can some people generate outstanding creative ideas despite receiving frustrating feedback? Although previous studies highlighted the effects of emotional states on creativity, the interactions between specific psychophysiological emotional parameters or affective states and response inhibition (RI) on creativity remain elusive. Therefore, with this study, we aimed to investigate whether RI mediates the effects of emotional states on creative thinking, specifically divergent thinking (DT), while participants receive frustrating or encouraging feedback. We induced positive and negative affect and psychophysiological arousal (PA) by manipulating feedback on performing a go/no-go task (GNGT), one of the standardized tasks for measuring RI. In other words, we provided participants with artificial feedback on GNGT to induce either frustration following (a negative emotional state) or a feeling of success (a positive emotional state). After receiving the manipulated feedback, participants performed the alternative uses task (AUT), a classical test for measuring DT. Subjective affective states were assessed using the Positive and Negative Affect Scale — Expanded Form (PANAS-X). During AUT, PA was measured through skin conductance (SC) and heart rate variability (HRV). Our data revealed that RI mediates the effect of negative affect and fatigue and enhanced PA (measured through HRV) on DT. Moreover, positive affect and PA (measured through SC) directly enhanced the three indices of DT (fluency, originality, and flexibility). Concerning the measurement of HRV, the application of time-domain HRV analyses was superior to that of frequency-domain HRV analyses. Notably, gender had strong direct and indirect effects on fluency and flexibility but not originality. In conclusion, our results suggest distinct mechanisms for modulatory effects of specific emotional states and associated psychophysiological on divergent creative thinking.
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引用次数: 3
Creativity with 6 Degrees of Freedom: Feasibility Study of Visual Creativity Assessment in Virtual Reality 六自由度创造力:虚拟现实中视觉创造力评估的可行性研究
IF 2.6 3区 心理学 Q1 Arts and Humanities Pub Date : 2023-04-07 DOI: 10.1080/10400419.2023.2193040
Baptiste Barbot, J. Kaufman, Nils Myszkowski
ABSTRACT Immersive virtual reality (IVR) takes advantage of exponential growth in our technological abilities to offer an array of new forms of entertainment, learning opportunities, and even psychological interventions and assessments. The field of creativity is a driving force in both large-scale innovations and everyday progress, and imbedding creativity assessment in IVR programs has important practical implications for future research and interventions in this field. Creativity assessment, however, tends to either rely on traditional concepts or newer, yet cumbersome methods. Can creativity be measured within IVR? This study introduces the VIVA, a new IVR-based visual arts creativity assessment paradigm in which user create 3D drawings in response to a prompt. Productions are then rated with modern extensions of a classic product-based approach to creativity assessment. A sample of 67 adults completed the VIVA, further scored using item-response modeling. Results demonstrated the strong psychometric properties of the VIVA assessment, including its structural validity, internal reliability, and criterion validity with relevant criterion measures. Together, this study established a solid proof-of-concept of the feasibility of measuring creativity in IVR. We conclude by discussing directions for future studies and the broader importance and impact of this line of work for the field of creativity and virtual reality.
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引用次数: 0
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Creativity Research Journal
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