{"title":"网络游戏使用与创造力:自我价值感的调节作用","authors":"Jinqi Ding, Quanlei Yu, Suping Sun, Wanjun Zhou, Qingbai Zhao, Suo Jiang","doi":"10.1002/jocb.70031","DOIUrl":null,"url":null,"abstract":"<div>\n \n <p>The relationship between online game use and creativity remains contentious. Self-worth orientation theory suggests that online gaming can fulfill individual self-worth needs, implying that self-worth may moderate this relationship. Study 1 assessed online game use, self-worth, and creativity among 184 college students through a cross-sectional survey. Results indicated that self-worth moderated the relationship between online game use and creativity; for high self-worth action/shooter gamers, game use positively correlated with fluency but marginally negatively correlated with usefulness. Conversely, for low self-worth action/shooter gamers, game use negatively correlated with fluency. Additionally, low self-worth casual/puzzle gamers showed a marginal negative correlation with originality, while high self-worth casual/puzzle gamers exhibited a positive correlation with originality. To enhance the internal validity of this study, Study 2 involved 55 participants in a pre-/post-test experimental design with a nongaming group and two gaming groups. Results showed that, in the pre-test higher creativity group rather than the pre-test lower creativity group, self-worth moderated the effects of action/shooter game use on fluency and originality. Although the main effect of online game use and moderating effects of self-worth were generally weak, these findings contribute to addressing the controversy surrounding the relationship between online game use and creativity identified in prior research and offer theoretical insights to enhance overall creativity.</p>\n </div>","PeriodicalId":39915,"journal":{"name":"Journal of Creative Behavior","volume":"59 3","pages":""},"PeriodicalIF":3.0000,"publicationDate":"2025-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Online Game Use and Creativity: The Moderating Effect of Self-Worth\",\"authors\":\"Jinqi Ding, Quanlei Yu, Suping Sun, Wanjun Zhou, Qingbai Zhao, Suo Jiang\",\"doi\":\"10.1002/jocb.70031\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div>\\n \\n <p>The relationship between online game use and creativity remains contentious. Self-worth orientation theory suggests that online gaming can fulfill individual self-worth needs, implying that self-worth may moderate this relationship. Study 1 assessed online game use, self-worth, and creativity among 184 college students through a cross-sectional survey. Results indicated that self-worth moderated the relationship between online game use and creativity; for high self-worth action/shooter gamers, game use positively correlated with fluency but marginally negatively correlated with usefulness. Conversely, for low self-worth action/shooter gamers, game use negatively correlated with fluency. Additionally, low self-worth casual/puzzle gamers showed a marginal negative correlation with originality, while high self-worth casual/puzzle gamers exhibited a positive correlation with originality. To enhance the internal validity of this study, Study 2 involved 55 participants in a pre-/post-test experimental design with a nongaming group and two gaming groups. Results showed that, in the pre-test higher creativity group rather than the pre-test lower creativity group, self-worth moderated the effects of action/shooter game use on fluency and originality. Although the main effect of online game use and moderating effects of self-worth were generally weak, these findings contribute to addressing the controversy surrounding the relationship between online game use and creativity identified in prior research and offer theoretical insights to enhance overall creativity.</p>\\n </div>\",\"PeriodicalId\":39915,\"journal\":{\"name\":\"Journal of Creative Behavior\",\"volume\":\"59 3\",\"pages\":\"\"},\"PeriodicalIF\":3.0000,\"publicationDate\":\"2025-06-19\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Creative Behavior\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://onlinelibrary.wiley.com/doi/10.1002/jocb.70031\",\"RegionNum\":2,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"PSYCHOLOGY, EDUCATIONAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Creative Behavior","FirstCategoryId":"102","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/jocb.70031","RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"PSYCHOLOGY, EDUCATIONAL","Score":null,"Total":0}
Online Game Use and Creativity: The Moderating Effect of Self-Worth
The relationship between online game use and creativity remains contentious. Self-worth orientation theory suggests that online gaming can fulfill individual self-worth needs, implying that self-worth may moderate this relationship. Study 1 assessed online game use, self-worth, and creativity among 184 college students through a cross-sectional survey. Results indicated that self-worth moderated the relationship between online game use and creativity; for high self-worth action/shooter gamers, game use positively correlated with fluency but marginally negatively correlated with usefulness. Conversely, for low self-worth action/shooter gamers, game use negatively correlated with fluency. Additionally, low self-worth casual/puzzle gamers showed a marginal negative correlation with originality, while high self-worth casual/puzzle gamers exhibited a positive correlation with originality. To enhance the internal validity of this study, Study 2 involved 55 participants in a pre-/post-test experimental design with a nongaming group and two gaming groups. Results showed that, in the pre-test higher creativity group rather than the pre-test lower creativity group, self-worth moderated the effects of action/shooter game use on fluency and originality. Although the main effect of online game use and moderating effects of self-worth were generally weak, these findings contribute to addressing the controversy surrounding the relationship between online game use and creativity identified in prior research and offer theoretical insights to enhance overall creativity.
期刊介绍:
The Journal of Creative Behavior is our quarterly academic journal citing the most current research in creative thinking. For nearly four decades JCB has been the benchmark scientific periodical in the field. It provides up to date cutting-edge ideas about creativity in education, psychology, business, arts and more.