Department of Trade and Finance, Faculty of Economics and Management, Czech University of Life Sciences Prague, Kamýcká 129, 16500 Prague, Czech Republic.
Department of Social, General and Clinical Psychology, Russian State Social University, 4/1 Wilhelm Pieck str., 129226 Moscow, Russia.
Int J Environ Res Public Health. 2020 Mar 25;17(7):2177. doi: 10.3390/ijerph17072177.
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.
情感创造力 (EC) 是广义创造力概念的一个主要方面,它通常与积极的情感体验、有效的动机以及工作场所和学校的创新密切相关。然而,人们对情感创造力与人们玩电子游戏时间之间的关系知之甚少。如今,电子游戏和虚拟现实已经成为公共健康和心理研究的重要方面。它们是流行文化的一个关键元素,并作为公共娱乐产业的一部分产生了可观的经济效益。我们的研究基于情感创造力量表 (ECI) 的调查结果,该调查采用雪球和方便抽样的方式对来自捷克共和国的 453 名受访者(年龄 18-60 岁,M ± SD:23.68 ± 6.36;66.40%为女性,20.00%受过高等教育)进行了调查,询问他们的习惯和玩电子游戏的时间。选择这个样本国家是因为它有着从 20 世纪 80 年代开始的自制电子游戏的悠久传统。我们采用了一组多项回归分析,结果表明,玩电子游戏的时间越多,整体情感创造力越低,新颖性、准备度和有效性的情感创造力成分越低。女性的这种负相关程度低于男性。此外,在仅包含女性的样本中,玩电子游戏的时间与情感创造力的较高新颖性成分相关(对于女性,仅与其他两个成分的关联不具有统计学意义)。我们的研究结果可能会极大地促进对电子游戏和一般数字技术对公众健康的总体长期影响的研究。