0% found this document useful (0 votes)
32 views6 pages

Introduction Creativity

The document discusses creativity as the ability to generate novel ideas, highlighting key components such as originality, flexibility, and motivation. It also defines video games, emphasizing their interactivity and digital platform, while categorizing them into various types. Additionally, it introduces psychological capital (PsyCap) as a positive psychological state comprising hope, resilience, optimism, and self-efficacy, which can enhance individual performance and well-being.

Uploaded by

sadiaattaullah3
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
32 views6 pages

Introduction Creativity

The document discusses creativity as the ability to generate novel ideas, highlighting key components such as originality, flexibility, and motivation. It also defines video games, emphasizing their interactivity and digital platform, while categorizing them into various types. Additionally, it introduces psychological capital (PsyCap) as a positive psychological state comprising hope, resilience, optimism, and self-efficacy, which can enhance individual performance and well-being.

Uploaded by

sadiaattaullah3
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 6

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.

You might also like