The Effects of Emotion on CreativityStudent researchers:Elizabeth Hutton Faculty Supervisor:Dr. Dr. S. Shyam Sundar IntroductionEducational technology, particularly video games, has captured the imagination of students and has been associated with emotion. Curiosity, fantasy, and challenge are essential characteristics of computer games with educational uses that are intrinsically enjoyable or fun (Malone, 1980). It is well known that teachers use emotion in the classroom to encourage students to learn, and there is some evidence that emotional arousal enhances cognitive functioning (Isen, 1987). But much of the research on the effects of emotion on cognition has had mixed results, especially its effect on creativity. How does emotion enhance or diminish creativity? Does the valence or arousal (i.e., the intensity of emotion) improve creative thought? HypothesisRQ1: How do various facets of creativity vary as a function of emotion, defined for this experiment as valence and levels of arousal, either independently or together? MethodTo examine the direct and combined effects of arousal and valence on creativity, a 2 (mood) x 3 (physical exertion) between subjects factorial experiment was conducted. The first independent variable was valence with two conditions, either a positive or negative mood, and the second independent variable was arousal with three levels of physical exertion, low, medium, and high. The valence of mood was induced by manipulation of a score on a purposefully ambiguous emotion recognition test, while the level of exertion was based on playing the video game Dance Dance Revolution at three levels of exertion: low, medium and high. ParticipantsA total of ninety-eight participants initially took part in the study. Ninety-seven were undergraduate and graduate students enrolled at a large university in the mid-Atlantic region of the United States, and one was a prospective student. Eighty participants received class credit; eighteen participated without any credit in order to observe how a quantitative research study is conducted. All students who received extra credit had an opportunity to receive the same amount of credit by completing an alternative assignment. ResultsA 2 (mood) by 3 (level of exertion) factorial ANOVA was conducted to test the effects of arousal and valence independently and together on creativity. The analysis yielded two effects for arousal: one near significant effect on flexibility, a subset of creativity, and one main effect on self-reported attentional intensity. A main effect for valence on originality, a subset of creativity, approached significance. In addition, there were two significant interactions between arousal and valence, one for the creativity index, and one for a subset of that index, fluency. |
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Figure 1: Flexibility as a Function of Level of Exertion |
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Hypothesis 2 predicted that an increased level of arousal induced by exercise would result in a report of increased energy, but only up to an optimal level. A factorial ANOVA revealed a main effect for level of exertion on post-stimulation attentional intensity (F(2,81) = 3.38, p < 0.05), with participants at a medium level of exertion reporting a significantly higher mean score for attentional intensity (M = 30.57) than those who participated at a high level (M = 26.77) (see Figure 2). |
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Figure 2: Attentional Intensity as a Function of Level of Exertion |
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Hypothesis 4 predicted that positive valence would have a significant effect on the generation of ideas, whereas negative valence and arousal would have none. Hypotheses 5 and 6 respectively, predicted that a positive mood would increase the number of original ideas produced, and a positive mood would increase the number of ideas. There was no main effect for valence on the creativity index score (F (1,84) = .14, p > .05). A factorial ANOVA revealed a near significant main effect for valence on the number of new ideas (originality) F (1,84) = 3.20, p = .08, but in the opposite direction predicted by Hypothesis 5 (see Figure 3). A negative mood produced more original ideas than a positive mood. There was no main effect for valence on the number of ideas produced (F (1,84) = .55, p > .05). |
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Figure 3: Originality as a Function of Valence |
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Hypothesis 7 predicted that a positive mood would result in higher creative self-efficacy scores. There was no main effect for valence on creative self-efficacy (F (1,83) = .00, p > .05).Although not hypothesized, the following findings lend support to the overall idea of this study that emotion does significantly affect creativity. A factorial ANOVA revealed two significant interactions between valence and arousal: one on the overall creativity index (F (2,84) = 3.43, p < .05)(see Figure 4) and one on fluency or number of ideas (F (2,84) = 6.65, p < .01)(see Figure 5). |
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Figure 4: Creativity Index as a Function of the Interaction Between Valence and Arousal |
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Figure 4: Fluency or number of ideas as a Function of the Interaction Between Valence and Arousal |
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While Hypothesis 1 was supported in that lower arousal levels were associated with higher creative scores, the interaction extends that finding and shows a more complex picture of the effects of emotion on creativity: low exertion (arousal) levels resulted in higher creative scores only when coupled with a negative mood. At high exertion levels, a positive mood resulted in higher creative scores. The significant interaction between valence and arousal on the creative index lent no support to the prediction of Hypothesis 3 that high and low levels of arousal will result in lower creativity. |
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Table 1: Creativity Index Scores: Valence X Level of Exertion |
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ion of valence and arousal revealed a more complex picture of emotion’s effect on fluency, similar to its effect on the overall creativity index, only stronger. Fluency is not affected by positive valence alone, but is at its highest when positive valence is combined with a high level of exertion; still, this condition was second to the highest score for fluency which resulted from the low arousal-negative valence condition. Table 2 shows the means associated with this interaction, and illustrates that a negative valence-low exertion level condition was significantly higher than four of six other conditions: a negative valence-medium exertion level, a positive valence-medium exertion level, a negative valence-high exertion level, and a positive valence-low exertion level. A positive valence-high exertion level was significantly higher than three of six other conditions: a negative valence-high exertion level, a positive valence-medium exertion level and a positive valence-low level of exertion. |
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Table 2 Fluency Scores: Valence X Level of Exertion |
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ConclusionsThe Combined Effect of Arousal and Valence on Creativity A significant interaction between valence and arousal, on the overall creativity index lends support to the main hypothesis of this study that emotion does significantly affect creativity. The idea that creativity is a complex construct with a variety of aspects is supported by strong findings for the combined effect of valence and arousal on fluency, or number of ideas; different aspects of creativity may respond to mood in unique ways, as fluency did in this study. The picture is complex and incomplete without further research.
The finding that self-reports of mental energy (attentional intensitiy) rose in association with the change from low to medium levels in exertion, and then decreased, at the high level of exertion, follows the pattern set by Yerkes-Dodson law where arousal has an optimal level beyond which performance decreases. If as hypothesized, creativity is associated with broad and diffused attention, then a high attention level would focus on central and highly relevant cues, not incidental and remote cues. Those cues become available only at low and high levels of exertion when attention become broader and defocused, resulting in an increased pool of resources from which to draw creative thoughts. In this study, arousal at a low and high level, had a near significant effect on flexibility, the ability to process information or objects in different ways, indicating support for this line of reasoning. Together the findings support the associational theory of creativity and supports the importance of the intensity of arousal in deploying attention either in a narrow or a broad way in order to retrieve resources used in the construction of creative thoughts. They imply that intensity or arousal does enhance capacity as suggested by the activation theory of arousal.
The effect of valence on creativity in this study was mixed. A main effect for negative valence on originality approached significance, a finding that was not predicted by either affect as prime or affect as information theory. Yet when arousal is high or low, valence mediates creative output significantly, suggesting that it plays an important role, but one that is secondary to that of arousal. This secondary role may explain why blood-and-guts media is so popular despite the off-putting death and destruction on screen; viewers are drawn in by the intensity of the arousal, rather than by the positive or negative valence of the scenes.
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For more details regarding the study contact,Dr. S. Shyam Sundar by e-mail at sss12@psu.edu or by telephone at (814) 865 2173 |
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