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...
| Publicado en: | Computers in Human Behavior Vol. 28; no. 2; pp. 370 - 377 |
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| Autores principales: | , , , , , |
| Formato: | Artículo |
| Publicado: |
Elsevier B.V.
Mar2012
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| Materias: | |
| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=70260503&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 70260503 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 07475632 JC4 jtl: Computers in Human Behavior issn: 07475632 maglogo: N pubinfo: dt: Mar2012 vid: 28 iid: 2 pid: 2410 pub: Elsevier B.V. artinfo: ui: 70260503 10.1016/j.chb.2011.10.006 ppf: 370 ppct: 7 formats: 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 refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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