MyJournals Home  

RSS FeedsIJERPH, Vol. 17, Pages 2177: Does Playing Video Games Increase Emotional Creativity? (International Journal of Environmental Research and Public Health)

 
 

26 march 2020 09:03:14

 
IJERPH, Vol. 17, Pages 2177: Does Playing Video Games Increase Emotional Creativity? (International Journal of Environmental Research and Public Health)
 


Emotional creativity (EC), which constitutes a main aspect of the general creativity concept, is often shown to be substantially related to positive emotional experiences, effective motivation, and innovation at the workplace as well as at school. However, little is known about the relationship between emotional creativity and the time people tend to spend playing video games. Nowadays, video games and virtual reality have become an important aspect of public health and psychological research. They constitute a key element of popular culture and generate considerable economic profit as part of the public entertainment industry. Our study is based on the results of an emotional creativity inventory (ECI) survey that was administered at a snowball and convenient sample of 453 respondents (aged 18–60 years, M ± SD: 23.68 ± 6.36; 66.40% women, 20.00% with higher education) from the Czech Republic who were questioned about their habits and the time they devote to playing video games. The sample country was selected as one with a long tradition of homebrew video gaming going back to the 1980s. We employed a set of multinomial regression analyses, which revealed that more time devoted to playing video games is associated with lower emotional creativity, in general, as well as with lower novelty, preparedness, and effectiveness components of emotional creativity. The negative association above was less pronounced for women than for men. Moreover, in a sample containing only women, a longer time devoted to playing video games was associated with the higher novelty component of emotional creativity (the associations with the other two components were not statistically significant for women only). Our findings might considerably contribute to the study of the general overall long-term effect of video games and the use of digital technologies in general on public health.


 
222 viewsCategory: Medicine, Pathology, Toxicology
 
IJERPH, Vol. 17, Pages 2178: Neighborhood Walkability and Active Transportation: A Correlation Study in Leisure and Shopping Purposes (International Journal of Environmental Research and Public Health)
IJERPH, Vol. 17, Pages 2176: The Role of Physical Activity on Parental Rejection and Body Image Perceptions (International Journal of Environmental Research and Public Health)
 
 
blog comments powered by Disqus


MyJournals.org
The latest issues of all your favorite science journals on one page

Username:
Password:

Register | Retrieve

Search:

Toxicology


Copyright © 2008 - 2024 Indigonet Services B.V.. Contact: Tim Hulsen. Read here our privacy notice.
Other websites of Indigonet Services B.V.: Nieuws Vacatures News Tweets Nachrichten