Tadik Harun, Bahar A Kadir, Runco Mark A
Department of Educational Psychology, University of Georgia, Athens, GA 30602, USA.
Creativity Research & Programming, Southern Oregon University, Ashland, OR 97520, USA.
Behav Sci (Basel). 2025 May 5;15(5):630. doi: 10.3390/bs15050630.
The purpose of the present study was to investigate the influence of social context and morality on malevolent creativity. The sample consisted of 217 (176 female, 41 male) undergraduate and graduate students in a Southeastern public research university in the U.S. Six different open-ended socially oriented problems (three Divergent Thinking (DT) Social Games and three DT Realistic Presented Problems tasks) were used to explore the way malevolent creativity differs in two sets of problem tasks. Realistic Presented Problems are constructed differently from Social Games tasks in such a way that they include unfair, disturbing, and threatening contextual factors, while Social Games problems have more neutral and everyday problem scenarios. Participants also completed the Self-Report of Creative Traits and morality measures. The findings of the study indicated that fluency and originality were related significantly to malevolent creativity. Further, social contexts in DT tasks led to a significant difference in malevolent creativity. Participants generated significantly more malevolent creative responses in Realistic Presented Problems than in Social Games tasks. The results also revealed that morality was significantly correlated with creative personality, but the results provided no evidence that morality moderates the relation between creativity indices and malevolent creativity.
本研究的目的是调查社会背景和道德对恶意创造力的影响。样本包括美国东南部一所公立研究型大学的217名本科生和研究生(176名女性,41名男性)。使用六个不同的开放式社会导向问题(三个发散性思维(DT)社会游戏和三个DT现实呈现问题任务)来探索恶意创造力在两组问题任务中的差异方式。现实呈现问题与社会游戏任务的构建方式不同,它们包含不公平、令人不安和具有威胁性的背景因素,而社会游戏问题具有更中性和日常的问题场景。参与者还完成了创造性特质的自我报告和道德测量。研究结果表明,流畅性和原创性与恶意创造力显著相关。此外,DT任务中的社会背景导致恶意创造力存在显著差异。参与者在现实呈现问题中产生的恶意创造性反应明显多于社会游戏任务。结果还表明,道德与创造性人格显著相关,但结果没有提供证据表明道德会调节创造力指标与恶意创造力之间的关系。