| Literature DB >> 33192880 |
Stephan Zahno1, Ernst-Joachim Hossner1.
Abstract
Driven by the practical goal of developing creative players, several approaches to training creativity have been proposed and underpinned by empirical studies in sport science. However, the scope of these studies encompasses various aspects, which have all been subsumed under the singular label of "creativity." Therefore, this systematic review aims to disentangle the pursued lines of thought in order to facilitate the derivation of well-grounded recommendations for sports practice. To this end, 38 studies are presented and characterized in terms of their underlying conceptualizations and measures of creativity. In most studies, creativity is conceptualized as a player's domain-specific divergent thinking (DT) ability, reflected by individual differences in the number, variety and originality of ideas he or she is able to generate in response to game situations. Empirical studies indicate that DT can be improved by practice. However, the critical assumption that an enhanced DT ability transfers to creative on-field actions has yet to be tested. On the basis of the reviewed literature, an alternative point of view is proposed. In line with a relational understanding of creativity and a functional approach to behavioral control, it is hypothesized that an enhanced repertoire of sensorimotor skills increases the probability for performing functional solutions that, within a specific social and cultural frame of reference, go beyond the expected and consequently appear creative to the observer. In the context of sports practice, the proposed conceptual re-orientation would then suggest, rather than seeking ways to improve players' DT ability, to target sensorimotor skills that allow players to perform a variety of task-solutions and thus to act less predictably to the opponent-or in other words, more creative.Entities:
Keywords: complex motor skill learning; creativity; divergent thinking; invasion games; motor skill; sensorimotor learning; team sports
Year: 2020 PMID: 33192880 PMCID: PMC7658096 DOI: 10.3389/fpsyg.2020.575475
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1PRISMA flow diagram for the literature search.
Studies on creativity in invasion games classified by their conceptualization of creativity, ordered by four Ps' focus (person, process, product, press), conceptualization, creativity task, and publication year (alphabetically for studies published in the same year).
| Person | Creativity as a domain-specific DT ability | DT in game-test | Memmert ( | Invasion games (diversified: playing with foot, hand, and hockey stick) | Quasi-experimental (field-based) | 1. Diversified sport enrichment programme enhanced team ball sport-related DT more in gifted (vs. non-gifted) children.2. Differences in attention (inattentional blindness task) are discussed as explanation. | |
| Memmert ( | Invasion games (diversified: playing with foot and hand) | Quasi-experimental (field-based) | Six-month attention-broadening training programme enhanced children's DT, which suggests the trainability of creativity in team sports. | To encourage deliberate play and experiences across different sports games and to avoid restrictive tactical instructions. | |||
| Memmert and Roth ( | Football, handball, and field hockey | Quasi-experimental (field-based) | 1. Both non-sport-specific and sport-specific training approaches improved children's DT.2. Transfer of DT improvements across ball games was observed. | To favor non-sport-specific concepts in teaching invasion games. | |||
| Greco et al. ( | Basketball | Quasi-experimental (field-based) | Deliberate play programme enhanced both DT and game intelligence measures. | To encourage involvement in unstructured, play-oriented situations. | |||
| Memmert ( | Football | Validation and dynamic performance diagnostic | Game-test situations can be considered as an objective and valid tool to assess tactical creativity (operationalised as DT) in talented youth football players. | To use game-test situations as a tool to compare tactical creativity of players across talent bases. | |||
| DT in video-based | Memmert ( | Handball | Cross-sectional (skill level, attention and age) | 1. Attentional processes (less inattentional blindness) are related to higher DT-scores.2. Development in DT from age 7–10 to 10–13 does not increase linearly, as a stagnation between 10 and 13 was observed.3. A moderate correlation and similar paths of development between general and sport-specific DT were found. | To promote a wide breadth of attention at an early age, especially in beginners' trainings, and to refrain from giving advice during games. | ||
| Memmert et al. ( | Football | Experimental | Induced motivational orientation toward promotion (vs. prevention) leads to higher DT scores. | ||||
| Furley and Memmert ( | Football | Correlational | No correlation was found between domain-general working memory capacity and football-specific DT. | ||||
| Fink et al. ( | Football | Experimental (EEG) | Mentally generating football actions was generally associated with decreases in EEG alpha power at parietal and occipital sites. When instructed to imagine original (vs. conventional) actions, decreases were less pronounced. | ||||
| Furley and Memmert ( | Football | Experimental | Priming amateur football players with famous creative football stars enhanced their football-specific DT. | To use videos of creative players prior to training/ match. | |||
| Hüttermann et al. ( | Football | Experimental | Inducing a situational promotion focus and negative performance expectations by task instruction enhanced football-specific DT. | To foster creative behavior with promotion-oriented instructions. | |||
| Roca et al. ( | Football | Correlational | Individual differences in football-specific DT were underpinned by differences in visual search strategy with more fixations of shorter duration and toward more informative locations. | To design practice environments that promote a wide breadth of attention. | |||
| Fink et al. ( | Football | Experimental (fMRI) | Generating conventional (vs. original) actions was related to stronger activations of the left-lateralized networks. Higher originality scores were associated with smaller activation differences between conditions (conventional vs. original). | ||||
| Hüttermann et al. ( | Football | Correlational | Individual differences in attentional capability (attention-window-task) and expertise level explained a significant amount of variance in participants' DT. | To develop attention-training programmes and consider attentional capability as a potential selection criterion. | |||
| Handball-specific inattentional blindness task | Memmert and Furley ( | Handball | Experimental | Tactical “if-then-rules” led to a narrower breadth of attention resulting in not noticing obviously unmarked players with potentially negative effects on creativity. | To promote a wide focus of attention, especially in beginners' trainings. | ||
| Memmert et al. ( | Basketball, football, handball, and field hockey | Survey (retrospective) | Highly creative offensive (vs. less creative defensive) professional players spent more time in both unstructured play in their main sport and sport-specific training through their career. No differences in the number of other experienced sports were found. | To encourage both playful activities to enhance motivation and creativity and the specific practice necessary to adapt to task-relevant demands. | |||
| Coach ratings of players' creative ability | Hendry et al. ( | Football | Survey (prospective) | No correlations were observed between the amount of deliberate football play and players' creative skill ratings at the age of 15 (academy), 17 (young professional), 20 (adult professional). | To favor sport-specific practice to unstructured play in order to develop skill (incl. creative skills). | ||
| Creativity as an everyday-relevant quality | General creativity-tests (Torrance, | Kováč ( | Football | Cross-sectional | Scores in general creativity tests were moderately correlated with football performance. | To foster creativity in sport-talent development schools. | |
| Kováč ( | Football | Quasi-experimental | A psychological creativity training had a small, but positive effect on creativity-test scores. | ||||
| rCAB (incl. DT-test adapted to sport-related problems) | Richard et al. ( | 17 sports (incl. football, hockey, rugby, ultimate frisbee, and water polo) | Survey (retrospective) | Expert (vs. intermediate vs. advanced) athletes exhibited a higher level of creativity, especially in DT. Engagement in different sports at the recreational level was related to higher levels of creativity. | To encourage sampling many sport activities and promote creativity as a life skill. | ||
| Creativity as a higher-order disposition | Santos et al. ( | Theoretical paper | The Creativity Developmental Framework is presented as a holistic model that integrates different concepts (e.g., non-linear pedagogy, differential learning) with the goal of fostering players' creativity in five incremental stages. | To emphasize intrinsically motivating diversified play in early stages, followed by a gradual specialization in later stages. | |||
| CBATS in small-sided games (3 vs. 3) | Santos et al. ( | Football | Experimental (field-based) | 1. The Skills4Genius programme enhanced both in-game creative components of the CBATS and general DT of children.2. A strong correlation between general DT and in-game creative behavior was found. | To use the Skills4Genius programme to foster children's creative thinking in everyday life and creative behavior in the game. | ||
| CBATS in small-sided games (5 vs. 5) | Coutinho et al. ( | Football | Quasi-experimental (field-based) | A differential-learning programme enhanced in-game creative components of the CBATS for youth football attackers. | To use differential learning in order to improve in-game creative behavior. | ||
| Santos et al. ( | Football | Experimental (field-based) | Differential learning applied to small-sided games enhanced in-game creative components of the CBATS. | To use differential learning in small-sided games for training and physical education. | |||
| Creativity as an embodied potential | Hopsicker ( | Theoretical paper | In a developmental pathway of highly creative athletes, deliberate practice is deemed crucial in the preparation phase, followed by building a risk-taking attitude. | To invest in deliberate practice in order to develop a broad range of physical skills. | |||
| Campos ( | Theoretical paper | In-the-moment creativity is described as the potential to respond to physical challenges in spontaneous and imaginative ways that is founded in carefully cultivated skills. | |||||
| Martin and Cox ( | Basketball | Qualitative (biographical single-case) | Childhood experiences, such as playing a variety of sports and an extreme amount of self-initiated practice, led to creative on-court expertise. Anticipating future game demands, the athlete's skill repertoire was diversified even though these skills were not necessary early on. | ||||
| Process | Creativity as a general cognitive component | Vestberg et al. ( | Football | Correlational | Study 1: Higher (vs. norm group vs. lower) division football players scored higher on DF.Study 2: A correlation between DF-test scores and the number of goals and assists 2 years later was found. | To consider standardized neuropsychological tests as a potential talent-selection instrument. | |
| Design Fluency (from D-KEFS test battery) | Lundgren et al. ( | Ice hockey | Correlational | Ice hockey players (vs. standardized norm group) scored higher on DF. No differences between elite and lower division players were found. | To consider game-relevant cognitive functions for talent identification in ice hockey. | ||
| Creativity as an exploration and production of novel and functionally efficient behaviors | Hristovski et al. ( | Theoretical paper | Creative behavior is conceptualized as the process of exploration and discovery of novel functional movement patterns, relative to one's own action landscape or the socio-cultural landscape, with a focus on manipulating task constraints in order to enhance exploratory behavior. | To design practical tasks that enhance exploratory behavior by relaxing key constraints or suppressing habitual actions. | |||
| Exploratory behavior in small-sided games | Torrents et al. ( | Football | Experimental (field-based) | When manipulating number of players (4 vs. 7/4 vs. 5/4 vs. 3), a numerical disadvantage led to more exploratory behavior. | To enhance exploratory behavior by introducing constraints that suppress actions in one's comfort zone. | ||
| Creativity as a developmental resource | Focus group interview with players and semi-structured interview with the coach | Rasmussen and Østergaard ( | Football | Qualitative | A creativity-stimulating environment in organized youth football was established with the Creative Soccer Platform. Players had the opportunity to experience and discover new actions without fear of making mistakes. | To organize trainings that allow judgement-free exploration of unusual action possibilities. | |
| Rasmussen et al. ( | Theoretical paper | Creativity is conceptualized as a developmental resource in training activities. Rather than as a trait, creativity is understood as a dynamic quality of action located in the transaction between the player and the situation. | To stimulate the experience of exploring unusual action possibilities in safe, playful and autonomy-supportive environments. | ||||
| Product | Creativity as original and functional motor actions | Orth et al. ( | Theoretical paper | Challenging traditional accounts of creativity focusing on the (enaction-independent) generation of ideas, an alternative viewpoint is presented that conceives creative actions as a product of individual, task and environmental constraints emerging in the act. | To promote exploration by manipulating constraints in order to increase movement variability and, thus, the probability of finding creative solutions. | ||
| Creativity as a feature of actions (enabled by DT) | Expert rating of actions on a creativity scale | Kempe and Memmert ( | Football | Match analysis | 1. Actions of more (vs. less) successful teams were rated as more creative.2. More (vs. less) successful teams scored more highly creative goals. | To specifically train creativity in professional football. |
CBATS, Creative Behavior Assessment in Team Sports; DF, Design Fluency; D-KEFS, Delis–Kaplan Executive Function System; DT, Divergent Thinking; rCAB, Runco Creative Assessment Battery; TTCT, Torrance Tests of Creative Thinking.