Home Site Map Make Your Home Page Suggestions Enquiry Advertise With Us
Monday, September 08, 2008  
 
 
Press Releases
Features
Events
Special Articles
News Home
   
  News Updated on Monday, September 08, 2008 5:11:45 PM
Top Stories
  India
  Asia
  World
  Sports
  Business
  Sci-Tec
  Health
  Entertainment
 
 Science

Indian American led study links video games and creativity
Toronto | May 24, 2008 1:45:06 PM IST
 

Video games that energise players and create a positive mood may also enhance creativity, according to a team of media researchers led by an Indian American.

The study, led by S. Shyam Sundar, professor of film, video and media studies at Penn State University, found that players who were not highly energised and had a negative mood before the game witnessed a boost in creativity as well.

The bottomline: after playing a game, happy or sad people were most creative, while angry or relaxed people were not.

Sundar and his colleague Elizabeth Hutton are trying to understand how video games spark positive social traits, such as creativity.

You need defocused attention for being creative, said Sundar. When you have low arousal and are negative, you tend to focus on detail and become more analytical.

Sundar and Hutton, co-author of the paper, presented their findings Friday at the 58th annual conference of the International Communication Association (ICA) in Montreal.

Video games have come to be viewed as serious communication technology. Schools, corporations and governments are increasingly employing it as a tool in enhancing learning and decision-making.

As Sundar put it: Video games are not just for entertainment alone. We are trying to figure out how they can aid in education as well.

In the study, 98 undergraduate and graduate students were asked to play a popular video game, Dance Dance Revolution, at various levels of complexity.

The students took a standard creativity test after playing. The researchers also took readings of the players' skin conductance and asked players if they were feeling positive or negative after the game.

We looked at two emotional variables: arousal and valence. Arousal is the degree of physical excitation, and valence is the range of positive or negative feeling, said Hutton.

When the researchers ran a statistical analysis of the two emotional variables and the students' creativity scores, they found two totally different groups with high scores.

Players with a high degree of arousal and positive mood were most likely to have new ideas for problem solving. The statistical tests also revealed that creativity scores were highest for players with low arousal and a negative mood.

A negative mood, especially when there is low arousal, brings a different kind of energy that makes a person more analytical, which is crucial to creativity as well, he added. st/mr

(450 Words)24051245NNNN (IANS)

 More Stories

Four Indians including Dhoni, Ishant nominated for ICC awards 

Two killed as Flight Training Club aircraft crashes 

Two arrested for possessing fake passport 

AIE cancels Clt-Mum-Clt flight 

Curfew like situation in Anantnag, 50 injured in other clashes 

Badal greets people on Baba Sri Chand\'s birthday 

SC issues notices to Punjab govt on Tytler\'s plea for case transfer 

PKF records Rs 178 cr turnover,declares 10 percent dividend 


Print this Page
Printer Friendly Version
E-Mail this page to a Friend
Send This page to A Friend

Search Archives :  



Quick Links - Webindia123.com
Services
Hobbies
 
Entertainment
Classifieds
Career / Education
UK, USA, Canada
Utilities
E-Booking
India Reference
 
IndianStates
Pradesh

Copyright 2000-2008 Suni Systems (P) Ltd.
All rights reserved