2010
DOI: 10.1080/10400419.2010.503540
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Can Video Games Enhance Creativity? Effects of Emotion Generated byDance Dance Revolution

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Cited by 56 publications
(51 citation statements)
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References 41 publications
(56 reference statements)
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“…In this line of reasoning, the current result might support the study of Hutton and Sundar (2010) that positive affect coupled with high arousal benefited creativity performance in relation to positive affect coupled with low arousal. In the light of excitation-transfer theory (Zillmann, 1971(Zillmann, , 2002, emotion-related physiological arousal can be transferred and extended to the cognitive level of arousal (Zillmann, 2002), affecting creativity performance.…”
Section: Possible Effects Of Emotional Responses Elicited During Videsupporting
confidence: 65%
See 1 more Smart Citation
“…In this line of reasoning, the current result might support the study of Hutton and Sundar (2010) that positive affect coupled with high arousal benefited creativity performance in relation to positive affect coupled with low arousal. In the light of excitation-transfer theory (Zillmann, 1971(Zillmann, , 2002, emotion-related physiological arousal can be transferred and extended to the cognitive level of arousal (Zillmann, 2002), affecting creativity performance.…”
Section: Possible Effects Of Emotional Responses Elicited During Videsupporting
confidence: 65%
“…A few videogame play studies provide evidence on the effects of arousal elicited by videogame play on cognitive processes such as memory (Jeong & Biocca, 2012) and creativity (Hutton & Sundar, 2010), supporting the arguments from the previous research based on the link of the arousal-creativity relationship (Martindale, 1995(Martindale, , 1999Yerkes & Dodson, 1908). Jeong and Biocca (2012) found medium levels of arousal benefited the highest performance on retention during memory process.…”
Section: Emotions Videogame Play and Potential Influences On Creativitymentioning
confidence: 72%
“…Empirical evidence from the creativity-emotion literature revealed that emotions affect creative performance (Amabile, 1996;Fernandez-Abascal & Diaz, 2013;Gasper, 2004;George & Zhou, 2002;Hirt, Devers, & McCrae, 2008;Hutton & Sundar, 2010;Isen et al, 1987;Kaufman, 2003;Kaufman & Vosburg, 2002;Lubart & Getz, 1997;Vosburg, 1998). In sum, a recent meta-analysis from Baas and colleagues underscored that positive emotions facilitate creativity compared to emotion-neutral controls, but they do not produce more creativity than negative emotions.…”
Section: The Present Researchmentioning
confidence: 88%
“…On the other hand, other studies (e.g., Cole & Griffiths 2007;Utz, 2000;Yee, 2006;Bringula et al, 2013) reported that games have benefits on users such as opportunity to create strong friendships and emotional relationships, meet new friends, play with real friends and family members, express their feelings, and have a new form of entertainment, leisure, and relaxation. Recently, positive results of games on academic performance (Batson and Feinberg, 2006;Tuzun et al, 2009;Chow, Woodford, & Maes, 2011;Salter et al, 2012), motivation to learn, retention (Chow et al, 2011), creativity (Hutton & Sundar, 2010), adolescent development (Durkin & Barber, 2002) were also documented when gaming was used as an educational tool. Hence, the conflicting viewpoints towards games can be attributed on the purpose or nature of the game itself.…”
Section: Introductionmentioning
confidence: 99%