Introduction
Creativity is the ability to generate novel and valuable ideas, solutions, or products
through an imaginative and innovative process (Amabile, 1988).
It involves:
1. Originality: Unique and uncommon ideas (Runco & Jaeger, 2012).
2. Flexibility: Ability to adapt and explore different perspectives (Guilford, 1967).
3. Elaboration: Building upon and refining ideas (Torrance, 1974).
4. Fluency: Generating multiple ideas quickly (Cattell, 1963).
Research has identified several key factors that influence creativity:
1. Motivation: Intrinsic motivation enhances creativity (Amabile, 1993).
2. Expertise: Domain-specific knowledge facilitates creative performance
(Ericsson & Smith, 1991).
3. Collaboration: Working with others can stimulate creativity (Hennessey &
Amabile, 2010).
4. Environment: Supportive environments foster creativity (Amabile, 1988).
References:
Amabile, T. M. (1988). A model of creativity and innovation in organizations.
Research in Organizational Behavior, 10, 123-167.
Amabile, T. M. (1993). Motivational synergy: Toward new conceptualizations of
intrinsic and extrinsic motivation. Human Motivation and Social Change, 18(3),
164-184.
Cattell, R. B. (1963). The theory of fluid and crystallized intelligence: A critical
experiment. Journal of Educational Psychology, 54(1), 1-22.
Ericsson, K. A., & Smith, J. (1991). Prospects and limits of the empirical study of
expertise: An introduction. In K. A. Ericsson & J. Smith (Eds.), Prospects and
limits of the empirical study of expertise (pp. 1-40). Cambridge University Press.
Guilford, J. P. (1967). The nature of human intelligence. McGraw-Hill.
Hennessey, B. A., & Amabile, T. M. (2010). Creativity and motivation. In J. C.
Kaufman & R. J. Sternberg (Eds.), The Cambridge handbook of creativity (pp.
342-361). Cambridge University Press.
Runco, M. A., & Jaeger, G. J. (2012). The standard definition of creativity.
Creativity Research Journal, 24(1), 92-96.
Torrance, E. P. (1974). Torrance tests of creative thinking. Scholastic Testing
Services.
Video games are electronic games that involve human interaction with a digital
device, such as a computer, console, or mobile phone, to generate visual feedback
on a video device, like a screen or monitor (Entertainment Software Association,
2020).
Key characteristics:
1. Interactivity: Players engage with the game through inputs like controllers,
keyboards, or touchscreens (Juul, 2005).
2. Digital platform: Games run on digital devices, such as PCs, consoles, or
mobile phones (ESA, 2020).
3. Visual feedback: Games display graphics, images, or videos on a screen (Juul,
2005).
4. Goals and challenges: Games often have objectives, obstacles, and rules to
engage players (Gackenbach, 2008).
Types of video games:
   1. Action, adventure, role-playing, strategy, sports, simulation, puzzle, and
      more (ESA, 2020).
References:
Entertainment Software Association (ESA). (2020). Essential Facts About the
Computer and Video Game Industry.
Gackenbach, J. (2008). Video games and addiction. In J. Gackenbach (Ed.), Video
games and addiction (pp. 1-18). Peter Lang Publishing.
Juul, J. (2005). Half-real: Video games between real rules and fictional worlds.
MIT Press.
Psychological capital (PsyCap) refers to an individual's positive psychological
state, encompassing four components:
1. Hope: Belief in one's ability to achieve goals and overcome obstacles (Snyder,
2000).
2. Resilience: Capacity to bounce back from adversity and trauma (Luthans, 2002).
3. Optimism: Positive outlook and expectation of favorable outcomes (Seligman,
1998).
4. Self-Efficacy: Confidence in one's ability to perform tasks and achieve success
(Bandura, 1997).
PsyCap is considered a valuable resource, enhancing individual performance, well-
being, and life satisfaction (Luthans et al., 2007). It can be developed and
strengthened through interventions and training programs (Luthans et al., 2010).
References:
Bandura, A. (1997). Self-efficacy: The exercise of control. New York: Freeman.
Luthans, F. (2002). The need for and meaning of positive organizational behavior.
Journal of Organizational Behavior, 23(6), 695-706.
Luthans, F., Avolio, B. J., Avey, J. B., & Norman, S. M. (2007). Positive
psychological capital: Measurement and relationship with performance and
satisfaction. Personnel Psychology, 60(3), 541-572.
Luthans, F., Avey, J. B., Avolio, B. J., & Peterson, S. J. (2010). The development
and resulting performance impact of positive psychological capital. Human
Resource Development Quarterly, 21(1), 41-67.
Seligman, M. E. P. (1998). Building human strength: Psychology's forgotten
mission. APA Monitor, 29(1), 2.
Snyder, C. R. (2000). Handbook of hope: Theory, measures, and applications.
Academic Press.