Does Playing Video Games Increase Emotional Creativity?
Abstract
:1. Introduction
2. Materials and Methods
2.1. Participants and Survey
2.2. The Time Spent Playing Video Games
2.3. Emotional Creativity
2.4. Sociodemographic Variables
2.5. The Model
3. Results
3.1. The Effect of Play Time on Emotional Creativity, and its Novelty and Preparedness Components Moderated by Gender
- More time devoted to playing video games is associated with lower emotional creativity as a total, and to lower novelty and preparedness components of emotional creativity in particular (the relevant coefficient is positive, but the play time was coded reversely, with lower numbers meaning more play); and
- The association between play time and ECI, ECIp, and ECIn is less pronounced for women than men. In fact, the values of the relevant interaction coefficients (Play time * Gender) suggest that the relationship for a subsample of women may not exist or be the opposite to that of men.
3.2. The Effect of Play Time on Authenticity, Effectiveness, and Joint Authenticity/Effectiveness Components of Emotional Creativity Moderated by Gender
- More time devoted to video games is related to a lower effectiveness component of ECI;
- The moderating effect of gender did not prove to be statistically significant; and
- Women are statistically less emotionally creative in the effectiveness and authenticity/effectiveness components compared to men.
3.3. Emotional Creativity, Age, Gender, and Education
- Women are more emotionally creative according to the components of novelty (ECIn) and preparedness (ECIp) and less emotionally creative according to effectiveness/authenticity (ECIea) and effectiveness (ECIe) compared to men; and
- Respondents with secondary education are more emotionally creative compared to primary educated respondents according to the ECI total.
4. Discussion of Results
5. Conclusions
Limitations and Ideas for Further Research
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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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 |
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) |
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 |
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 |
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 |
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Čábelková, I.; Strielkowski, W.; Rybakova, A.; Molchanovа, A. Does Playing Video Games Increase Emotional Creativity? Int. J. Environ. Res. Public Health 2020, 17, 2177. https://doi.org/10.3390/ijerph17072177
Čábelková I, Strielkowski W, Rybakova A, Molchanovа A. Does Playing Video Games Increase Emotional Creativity? International Journal of Environmental Research and Public Health. 2020; 17(7):2177. https://doi.org/10.3390/ijerph17072177
Chicago/Turabian StyleČábelková, Inna, Wadim Strielkowski, Anna Rybakova, and Alla Molchanovа. 2020. "Does Playing Video Games Increase Emotional Creativity?" International Journal of Environmental Research and Public Health 17, no. 7: 2177. https://doi.org/10.3390/ijerph17072177
APA StyleČábelková, I., Strielkowski, W., Rybakova, A., & Molchanovа, A. (2020). Does Playing Video Games Increase Emotional Creativity? International Journal of Environmental Research and Public Health, 17(7), 2177. https://doi.org/10.3390/ijerph17072177