Video games and creativity: The mediating role of psychological capital

Maxence Mercier, Todd Lubart
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引用次数: 0

Abstract

Video games play a big part in many individuals’ lives, children and adults alike. A large body of research has investigated both the potential negative and positive effects of video games. This paper examines whether playing video games is positively related to creativity, with a focus on adults' creativity in the workplace. Furthermore, it was posited that this link could be explained through the mediating effect of Psychological Capital (PsyCap). Using a cross-sectional design (N = 370), the results show a full mediation of the link between the frequency of playing video games and creativity, through optimism: playing video games is positively associated with higher optimism, which in turn is associated with more creativity in the workplace.

电子游戏与创造力:心理资本的中介作用
电子游戏在许多人的生活中扮演着重要角色,无论是儿童还是成年人。大量研究调查了电子游戏的潜在负面和正面影响。本文研究了玩电子游戏是否与创造力呈正相关,重点关注成年人在工作场所的创造力。此外,还认为这种联系可以通过心理资本(PsyCap)的中介作用来解释。使用横截面设计(N=370),结果显示,通过乐观情绪,玩电子游戏的频率和创造力之间的联系得到了充分的中介:玩电子游戏与更高的乐观情绪呈正相关,而乐观情绪又与工作场所的更多创造力相关。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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