| Literature DB >> 35880216 |
Richard Wiseman1, Caroline Watt2.
Abstract
Previous work suggests that unexpected and surprising experiences (e.g., living in another culture or looking at surreal images) promotes creative thinking. This targeted literature review examines whether the inherent cognitive disruption associated with experiencing the seemingly impossible has a similar effect. Correlational and experimental research across six domains (entertainment magic, fantasy play, virtual reality and computer gaming, dreaming, science fiction/fantasy, and anomalous experiences) provided consistent support for the hypothesis. In addition, anecdotal evidence illustrated the possible impact that the creative output associated with each of these areas may have had on technology, science, and the arts. It is argued that impossible experiences are an important driver of creative thinking, thus accounting for reports of such experiences across the lifespan and throughout history. The theoretical and practical implications of this work are discussed, along with recommendations for future research.Entities:
Keywords: Conjuring; Dreaming; Impossible; Magic; Paranormal; Play; Science fiction
Year: 2022 PMID: 35880216 PMCID: PMC9308459 DOI: 10.7717/peerj.13755
Source DB: PubMed Journal: PeerJ ISSN: 2167-8359 Impact factor: 3.061
Characteristics of studies included in the review.
| Entertainment magic | ||
|---|---|---|
| Adults completed Loathing of Legerdemain scale (LOL), Openness to Experience, Brief Dogmatism Scale, Intolerance of Uncertainty Scale. | Negative correlations between LOL and other scales. | |
| Children taught to perform magic trick vs art lesson. Completed AUT Fluency and Originality pre and post intervention. | Magic increased Fluency and Originality. | |
| Design students shown written descriptions of magic effects, videos of effects or nothing. Created chair designs rated for Fluency, Flexibility, and Originality. | Magic descriptions and videos increased Originality. | |
| Design students shown written descriptions of magic effects, effects plus methods, or nothing. Created mug designs rated for Fluency, Flexibility, and Originality. | Both magic groups obtained higher Originality and Flexibility. | |
| Students taught to perform magic tricks. Completed AUT Fluency pre and post intervention. | Higher Fluency post training | |
| Fantasy play | ||
| Children completed Affect in Play Scale (Fantasy sub-scale) and AUT Flexibility. | Positive correlation between measures. | |
| Children completed Affect in Play Scale (Fantasy sub-scale) and AUT Flexibility and Fluency. | Positive correlations between measures. | |
| Children interviewed about whether they created paracosms, and completed social creativity tests (story completion and making friends [Study 2 only]), and non-social tests (AUT, collage completion, draw-a-pretend-person, consequences). | Paracosms associated with higher story completion (Study 1 & 2), draw-a-person (Study 1) and making friends (Study 2). | |
| Children scored on fantasy play ( | Fantasy play positively correlated with verbal and physical tasks. | |
| Children engaged in fantasy-based storytelling sessions vs art-based control. Completed pre and post AUT Fluency and Originality, and Affect in Play Scale (Imagination sub-scale). | Storytelling increased Fluency, Originality, and Imagination. | |
| Students completed Author Recognition Task-Revised (domestic fiction, romance, sci-fi/fantasy, and suspense/thriller) and Big Five Inventory. | Sci-fi/fantasy positively correlated with openness. | |
| Adults completed Author Recognition Task (classics, contemporary literary fiction, romance, fantasy, sci-fi, suspense, horror) and Big Five Inventory. | Sci-fi and fantasy positively correlated with openness. | |
| In two studies, children watched film containing magical or non-magical content. Completed pre and post Torrance’s Thinking Creatively in Action and Movement Test scored for Fluency, Originality, and Imagination. | In both studies, magical film increased Fluency, Originality, and Imagination. | |
| Students watched sci-fi film, a realistic film (crime drama or western) or nothing. Completed Transportation Scale and AUT Fluency. | For sci-fi films, greater transportation associated with increased Fluency. | |
| High school students watched sci-fi film or taught problem-solving techniques. Completed Creativity Assessment Packet (CAP) and designed robotic cross-country vehicles. | Film increased CAP scores but not vehicle design creativity. | |
| Children interviewed about favourite animations and ideas for improving world. Informal analysis of watching fantasy vs other animations. | Fantasy animations associated with both fantastical and realistic ideas. | |
| Adults completed Author Recognition Task (classics, contemporary literary, fantasy, horror, thriller, romance, sci-fi) and rated degree to which impossible events possible in future. | Sci-fi positively correlated with likelihood of impossible becoming possible. | |
| Students experienced impossible VR, possible VR environment, or watched film of impossible VR. Completed AUT Flexibility. | Higher Flexibility after experiencing, but not watching, impossible events. | |
| Students played Minecraft, a puzzle game, or a shooter game. Completed pre and post Torrance Tests of Creative Thinking for Originality, Flexibility or Fluency. | Minecraft didn’t increase creativity. | |
| Students played standard Minecraft, Minecraft plus instruction to be creative, a racing game or watched television. Completed RAT, AUT (Fluency and Originality) and draw an alien task (scored for creativity). | Standard Minecraft increased Fluency (compared to racing game) and drawing scores (compared to other conditions). | |
| High-school pupils classified as creative or non-creative | Creative pupils’ dreams more impossible, bizarre, and uncanny. | |
| Adults from creative and non-creative professions kept a dream diary for a week. | Creative participants’ dreams more implausible, unrealistic, and bizarre. | |
| Students completed Creative Personality Scale (CPS) and rated frequently of lucid dreaming. | Lucid dreamers obtained higher CPS scores than non-lucid dreamers. | |
| Adults rated frequency of lucid dreaming and the Adjective Checklist (AC), scored for creativity. | Lucid dreamers obtained higher AC scores than non-lucid dreamers. | |
| Lucid dreamers asked dream characters to help complete various tasks, such as thinking of rhyming words or solving maths problems. | More successful with creative than logical tasks. | |
| Lucid dreamers asked dream figures to help with creativity task (creation of new metaphors). Control group of non-lucid dreamers. | No difference in originality of answers. | |
| Students completed Oxford-Liverpool Inventory of Feelings and Experiences, self-ratings of creativity, CPS and The Biographical Inventory of Creative Behaviours (BICB). | Unusual Experiences positively correlated with self-ratings and BICB. | |
| Students completed the Perceptual Aberration–Magical Ideation scale (PAIMS), Barron–Welsh Revised Art Scale, How Do You Think, and creativity scales from the ACL. | PAIMS positively correlated with all creativity measures. | |
| Students, and adults diagnosed with depression and schizophrenia, completed Magical Ideation Scale and measure of creative personality based on the Torrance Creative Motivation Inventory. | Positive correlation between measures. | |
| In two studies, adults and students completed questionnaires asked about anomalous experiences and rated extent to which expressing creativity give their life meaning. | Measures positively correlated in both studies. | |
| Visual artists, actors and students completed The Hood Mysticism Scale and The Transpersonal Experience in Childhood and Adolescence Questionnaire. | Anomalous experiences higher in actors and visual artists. | |
| Students spent time in floatation tank or resting in a darkened room, and then completed Experienced Deviation from Normal State scale and produced essay rated for Originality. | Floatation tank resulted in more anomalous experiences and increased Originality. | |
| Students either in floatation tank, relaxing on couch or sitting in chair reading magazines. Then completed version of AUT scored for Fluency and Originality. | Floatation tank produced higher Originality than reading group. | |
| Qualitative study. Participants imagined reliving of exceptional or typical experiences, and described feelings. | Exceptional experiences involved broadening and creativity, typical experiences involved more ordinary functioning. | |