Information technology use and creativity: Findings from the Children and Technology Project

Abstract: This research examined relationships between children’s information technology (IT) use and their creativity. Four types of information technology were considered: computer use, Internet use, videogame playing and cell phone use. A multidimensional measure of creativity was developed based...

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Publicado en:Computers in Human Behavior Vol. 28; no. 2; pp. 370 - 377
Autores principales: Jackson, Linda A., Witt, Edward A., Games, Alexander Ivan, Fitzgerald, Hiram E., von Eye, Alexander, Zhao, Yong
Formato: Artículo
Publicado: Elsevier B.V. Mar2012
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Mar2012
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      pub: Elsevier B.V.
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        70260503
        10.1016/j.chb.2011.10.006
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      tig:
        atl: Information technology use and creativity: Findings from the Children and Technology Project
      aug:
        au:
          Jackson, Linda A.
          Witt, Edward A.
          Games, Alexander Ivan
          Fitzgerald, Hiram E.
          von Eye, Alexander
          Zhao, Yong
        affil: Michigan State University, East Lansing, MI 48824, USA
      su:
        Information technology
        Video games
        Racial identity of African Americans
        Sex discrimination
        Black people
        Computers
        Creative ability
        Internet
        White people
        Children
        Computer users -- Research
        Caucasian race
        Cell phone systems
        Creative thinking testing
      sug:
        subj:
          Information technology
          Video games
          Racial identity of African Americans
          Sex discrimination
          Black people
          Computers
          Creative ability
          Internet
          White people
          Children
          Electronic Computer Manufacturing
          Computer and software stores
          Electronics Stores
          Computer and Computer Peripheral Equipment and Software Merchant Wholesalers
          Computer, computer peripheral and pre-packaged software merchant wholesalers
          Computer and peripheral equipment manufacturing
          Internet Publishing and Broadcasting and Web Search Portals
          Wired Telecommunications Carriers
          Doll, Toy, and Game Manufacturing
          Video game publishers
          Home entertainment equipment merchant wholesalers
          Video game design and development services
          Wireless Telecommunications Carriers (except Satellite)
          Computer users -- Research
          Caucasian race
          Cell phone systems
          Creative thinking testing
      keyword:
        Creativity
        Technology use
        Videogames
        Creativity
        Technology use
        Videogames
      ab: Abstract: This research examined relationships between children’s information technology (IT) use and their creativity. Four types of information technology were considered: computer use, Internet use, videogame playing and cell phone use. A multidimensional measure of creativity was developed based on test of creative thinking. Participants were 491 12-year olds; 53% were female, 34% were African American and 66% were Caucasian American. Results indicated that videogame playing predicted of all measures of creativity. Regardless of gender or race, greater videogame playing was associated with greater creativity. Type of videogame (e.g., violent, interpersonal) was unrelated to videogame effects on creativity. Gender but not race differences were obtained in the amount and type of videogame playing, but not in creativity. Implications of the findings for future research to test the causal relationship between videogame playing and creativity and to identify mediator and moderator variables are discussed.
      pubtype: Academic Journal
      doctype: Article
      src: R
    language: English
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