| Literature DB >> 32218229 |
Inna Čábelková1, Wadim Strielkowski1, Anna Rybakova2, Alla Molchanovа3.
Abstract
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.Entities:
Keywords: digital technology; emotional creativity; gender; public health; video games
Year: 2020 PMID: 32218229 PMCID: PMC7177848 DOI: 10.3390/ijerph17072177
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Number of participants in each gamer group.
| Gamer Group | N | % |
|---|---|---|
| Group 1. Frequent players—play, on average, more than three hours per day, play daily | 45 | 10.0 |
| Group 2. Regular gamers—play, on average, between one and three hours per day, play daily | 58 | 12.8 |
| Group 3. Infrequent gamers—play, on average, less than one hour per day. Play regularly several times per week. | 78 | 17.2 |
| Group 4. Occasional players. Play less than infrequent players and irregularly. | 155 | 34.2 |
| Group 5. Non-gamers—do not play games | 117 | 25.8 |
Descriptive statistics, reliability, and correlations for all continuous and ordinal variables.
| Age | Games | Education | ECI | ECIn | ECIp | ECIae | |
| Age | 1.000 | ||||||
| Play time | 0.128 ** | 1.000 | |||||
| Education | 0.424 *** | 0.134 ** | 1.000 | ||||
| ECI | −0.060 | 0.105 * | 0.013 | 1.000 | |||
| ECIn | −0.157 ** | 0.007 | −0.081 | 0.823 *** | 1.000 | ||
| ECIp | 0.004 | 0.193 *** | 0.080 | 0.800 *** | 0.511 *** | 1.000 | |
| ECIae | 0.075 | 0.080 | 0.079 | 0.623 *** | 0.174 *** | 0.378 *** | 1.000 |
| Mean | 23.680 | 3.53 | 2.170 | 100.37 | 46.91 | 26.08 | 27.38 |
| Std. deviation | 6.356 | 1.273 | 0.49312 | 15.515 | 8.867 | 5.601 | 5.998 |
| Range | 18–60 | 1–5 | 1–3 | 51–139 | 24–68 | 8–35 | 10–43 |
| N | 453 | 453 | 453 | 453 | 453 | 453 | 453 |
| Cronbach’s alpha (N of Items) | 0.85 (30) | 0.81 (14) | 0.79 (7) | 0.74 (9) | |||
Note: Statistical significance for correlations: * p < 0.05; ** p < 0.01; *** p < 0.001 (2-tailed). Education categories: 1- elementary, 2 – secondary, 3-higher. ECI stands for Emotional Creativity Inventory. ECIn, ECIp, ECIae stands for the Novelty, Preparedness, Effectiveness/Authenticity components of ECI.
The relationship between the emotional creativity inventory (ECI), its subscales novelty (ECIn) and preparedness (ECIp), and the frequency of playing computer games moderated for gender. Results of the multivariate regression analysis.
| Dependent Variable | ECI | ECIn | ECIp | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| B | Std. Error | Sig. | VIF | B | Std. Error | Sig. | VIF | B | Std. Error | Sig. | VIF | ||||
| Constant | 97.939 | *** | 4.239 | 0.000 | 47.042 | *** | 2.422 | 0.000 | 23.486 | *** | 1.516 | 0.000 | |||
| Play time | 4.839 | ** | 1.565 | 0.002 | 5.36 | 1.757 | * | 0.894 | 0.050 | 5.36 | 1.968 | *** | 0.560 | 0.000 | 5.36 |
| Play time * Gender | −5.588 | ** | 1.843 | 0.003 | 3.93 | −3.095 | ** | 1.053 | 0.003 | 3.93 | −2.095 | ** | 0.659 | 0.002 | 3.93 |
| Age | −0.166 | 0.123 | 0.179 | 1.39 | −0.190 | ** | 0.070 | 0.007 | 1.39 | −0.023 | 0.044 | 0.607 | 1.39 | ||
| Gender | 2.134 | 1.882 | 0.257 | 1.81 | 2.300 | * | 1.075 | 0.033 | 1.81 | 1.372 | * | 0.673 | 0.042 | 1.81 | |
| Secondary education | 4.426 | * | 2.174 | 0.042 | 2.29 | 1.807 | 1.242 | 0.146 | 2.29 | 1.258 | 0.778 | 0.106 | 2.29 | ||
| Higher education | 4.032 | 2.851 | 0.158 | 2.84 | 0.334 | 1.629 | 0.837 | 2.84 | 1.762 | 1.020 | 0.085 | 2.84 | |||
| Model Sig. | 0.000 | 0.000 | 0.000 | ||||||||||||
| R2 | 0.060 | 0.690 | 0.096 | ||||||||||||
| N | 453 | 453 | 453 | ||||||||||||
*** significant at the 0.001 level (2-tailed). ** significant at the 0.01 level (2-tailed). * significant at the 0.05 level (2-tailed). ECI denotes the ECI total score, ECIn and ECIp denote the ECI subscale novelty and preparedness, respectively. Reference category for education: primary education. Play time is transformed taking a smoothing spline approach (Spline Ordinal, Degree 2, Interior Knots 2).
The association of the novelty component of ECI (ECIn) and play time in women. Results of the multivariate regression analysis.
| Dependent Variable | ECIn Women | ||||
|---|---|---|---|---|---|
| B | Std. Error | Sig. | VIF | ||
| Constant | 50.419 | *** | 2.137 | 0.000 | |
| Play time | −1.425 | ** | 0.537 | 0.008 | 1.068 |
| Age | −0.189 | 0.074 | 0.011 | 1.313 | |
| Secondary education | 3.296 | 1.797 | 0.068 | 3.414 | |
| Higher education | 1.252 | 2.070 | 0.546 | 3.857 | |
| Model Sig. | 0.005 | ||||
| R2 | 0.046 | ||||
| N | 301 | ||||
*** significant at the 0.001 level (2-tailed). ** significant at the 0.01 level (2-tailed). * significant at the 0.05 level (2-tailed). Play time is transformed taking a smoothing spline approach (Spline Ordinal, Degree 2, Interior Knots 2). The sample of women only.
The relationship between the effectiveness and authenticity components of the emotional creativity inventory (ECIea, ECIe, ECIa), and the frequency of playing computer games moderated for gender. Results of the multivariate regression analysis.
| Dependent Variable | ECIea | ECIa | ECIe | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| B | Std. Error | Sig. | VIF | B | Std. Error | Sig. | VIF | B | Std. Error | Sig. | VIF | ||||
| Constant | 27.411 | *** | 1.671 | 0.000 | 11.813 | *** | 0.918 | 0.000 | 12.896 | *** | 0.900 | 0.000 | |||
| Play time | 1.115 | 0.617 | 0.071 | 5.36 | 0.102 | 0.339 | 0.764 | 5.36 | 0.990 | ** | 0.332 | 0.003 | 5.36 | ||
| Play time * Gender | −0.397 | 0.727 | 0.585 | 3.93 | 0.394 | 0.399 | 0.324 | 3.93 | −0.666 | 0.392 | 0.090 | 3.93 | |||
| Age | 0.047 | 0.049 | 0.332 | 1.39 | 0.049 | 0.027 | 0.066 | 1.39 | 0.030 | 0.026 | 0.252 | 1.39 | |||
| Gender | −1.538 | * | 0.742 | 0.039 | 1.81 | −0.545 | 0.407 | 0.181 | 1.81 | −1.471 | *** | 0.400 | 0.000 | 1.81 | |
| Secondary Education | 1.362 | 0.857 | 0.113 | 2.29 | 0.435 | 0.471 | 0.356 | 2.29 | 0.498 | 0.462 | 0.281 | 2.29 | |||
| Higher Education | 1.935 | 1.124 | 0.086 | 2.84 | 0.314 | 0.617 | 0.611 | 2.84 | 1.170 | 0.606 | 0.054 | 2.84 | |||
| Model Sig. | 0.012 | 0.029 | 0.000 | ||||||||||||
| R2 | 0.032 | 0.028 | 0.500 | ||||||||||||
| N | 453 | 453 | 453 | ||||||||||||
*** significant at the 0.001 level (2-tailed). ** significant at the 0.01 level (2-tailed). * significant at the 0.05 level (2-tailed). ECIea denotes the ECI subscale effectiveness/authenticity; ECIe and ECIa denotes the ECI subscales effectiveness and authenticity, respectively. Play time is transformed taking a smoothing spline approach (Spline Ordinal, Degree 2, Interior Knots 2).