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.

Highlights

  • Creativity can be seen as one of the main traits of human capacity that is indispensable for the development of knowledge society and innovations [1,2,3]

  • We argue and provide analytical evidence from a very comprehensive and thorough data set collected in the Czech Republic that playing video games might be one of the factors lowering emotional creativity

  • While creativity itself is considered to be indispensable for new knowledge society and innovations, emotional creativity as a part of overall creativity significantly contributes to building human relationships, achieving life satisfaction, and obtaining an overall state of well-being

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Summary

Introduction

Creativity can be seen as one of the main traits of human capacity that is indispensable for the development of knowledge society and innovations [1,2,3]. Emotional creativity (EC) represents one of three main areas of general creativity, which reflects originality and appropriateness in emotional experience [4]. According to Averill [5], three components of EC can be distinguished: (i) Preparedness (understanding and learning from one’s own and other’s emotions), (ii) novelty (ability to experience unusual emotions), and (iii) effectiveness authenticity (expressing emotions honestly, leading to the benefits of the individual or the group). Res. Public Health 2020, 17, 2177; doi:10.3390/ijerph17072177 www.mdpi.com/journal/ijerph

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