Leader-member exchange as a form of supportive leadership is expected to foster employee creativity. However, empirical evidence suggested this relationship is complex. This study attempts to address this complexity by proposing and testing a curvilinear mechanism, which attenuates the overall positive effect of LMX on creativity by transmitting a curvilinear indirect effect via vertical task conflict. Results drawn from a sample of 276 supervisor-subordinate dyads provided support for the hypothesized curvilinear indirect effect. Specifically, LMX was found to negatively influence employee creativity by suppressing vertical task conflict for subordinates in high-quality LMX relationships, while the indirect effect was not significant for subordinates in low-quality LMX relationships.
Background COVID-19 has spread worldwide and generated tremendous stress on human beings. Unfortunately, it is often hard for distressed individuals to access mental health services under conditions of restricted movement or even lockdown. Objective The study first aims to develop an online digital intervention package based on a commercially released coloring game. The second aim is to test the effectiveness of difference intervention packages for players to increase subjective well-being (SWB) and reduce anxiety during the pandemic. Methods An evidence-based coloring intervention package was developed and uploaded to an online coloring game covering almost 1.5 million players worldwide in January 2021. Players worldwide participated to color either 4 rounds of images characterized by awe, pink, nature, and blue or 4 rounds of irrelevant images. Participants' SWB and anxiety and the perceived effectiveness of the game in reducing anxiety (subjective effectiveness [SE]) were assessed 1 week before the intervention (T1), after the participants completed pictures in each round (T2-T5), and after the intervention (T6). Independent 2-tailed t tests were conducted to examine the general intervention (GI) effect and the intervention effect of each round. Univariate analysis was used to examine whether these outcome variables were influenced by the number of rounds completed. Results In total, 1390 players worldwide responded and completed at least 1 assessment. Overall, the GI group showed a statistical significantly greater increase in SWB than the general control (GC) group (N=164, t162=3.59, Cohen d=0.59, 95% CI 0.36-1.24, P<.001). Compared to the control group, the best effectiveness of the intervention group was seen in the awe round, in which the increase in SWB was significant (N=171, t169=2.51, Cohen d=0.39, 95% CI 0.10-0.82, P=.01), and players who colored all 4 pictures had nearly significant improvements in SWB (N=171, F4,170=2.34, partial ŋ2=0.053, P=.06) and a significant decrease in anxiety (N=171, F4,170=3.39, partial ŋ2=0.075, P=.01). Conclusions These data indicate the effectiveness of online psychological interventions, such as coloring games, for mental health in the specific period. They also show the feasibility of applying existing commercial games embedded with scientific psychological interventions that can fill the gap in mental crises and services for a wider group of people during the pandemic. The results would inspire innovations to prevent the psychological problems caused by public emergencies and encourage more games, especially the most popular ones, to take more positive action for the common crises of humankind.
BACKGROUND COVID 2019 has spread worldwide and generated tremendous stress on human beings. Unfortunately, it is often hard for distressed individuals to access mental health services under conditions of restricted movement or even lockdown. In this research, we developed an online digital coloring game and tested its effectiveness as a more accessible and engaging instrument for maintaining subjective well-being(SWB) as well as for reducing anxiety during the pandemic. OBJECTIVE To develop an online digital intervention package on released coloring game and to test its effectiveness as a more accessible and engaging instrument for maintaining SWB and for reducing anxiety during the pandemic. METHODS An evidence-based coloring intervention package was developed and uploaded to an online coloring game. Global participants were randomized to color either four rounds of images characterized by awe, pink, nature, and blue or four rounds of irrelevant images. Assessments of subjective wellbeing (SWB), anxiety, and the perception that the activity was helpful in reducing anxiety were made one week before the intervention (T1), after completing pictures in each round (T2-T5), and after the intervention (T6). Independent t tests were used to examine the general intervention effect and the intervention effect of each round. One-way ANOVA was used to examine whether these outcome variables were influenced by the number of rounds completed. RESULTS 1390 global players responded and completed at least one assessment. 164 participants in general intervention, 171 participants in the Awe round, 149 in Pink, 128 in Nature and 118 in Blue were included to analysis. The general intervention group showed a significantly larger increase in SWB than the general control group (P<0.001). Compared to the control group, the intervention group showed a larger increase in SWB in the Awe round (P=0.013) and an unexpected decrease in SWB in the Pink round (P=0.020). In Awe round, players colored four pictures showed nearly significant improvement in SWB (P=0.058) and significant effects in reducing anxiety (P=0.011) than those in the control group. CONCLUSIONS This study introduced an online intervention base on released coloring game in maintaining SWB and reducing anxiety during the COVID-19 pandemic. It supported the effectiveness of online psychological interventions for mental health in the special period and validated the feasibility of developing an entertaining, accessible, cross-regional, and effective gamification intervention based on the existing products. The results have applied value in helping adults experience higher subjective well-being during periods of personal and social stress.
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