@article{HaaseHanelGronau2023, author = {Haase, Jennifer and Hanel, Paul H. P. and Gronau, Norbert}, title = {Creativity enhancement methods for adults}, series = {Psychology of aesthetics, creativity, and the arts}, journal = {Psychology of aesthetics, creativity, and the arts}, publisher = {American Psychological Association}, address = {Washington, DC}, issn = {1931-3896}, doi = {10.1037/aca0000557}, pages = {30}, year = {2023}, abstract = {This meta-analysis synthesizes 332 effect sizes of various methods to enhance creativity. We clustered all studies into 12 methods to identify the most effective creativity enhancement methods. We found that, on average, creativity can be enhanced, Hedges' g = 0.53, 95\% CI [0.44, 0.61], with 70.09\% of the participants in the enhancement conditions being more creative than the average person in the control conditions. Complex training courses, meditation, and cultural exposure were the most effective (gs = 0.66) while the use of cognitive manipulation drugs was the least and also noneffective, g = 0.10. The type of training material was also important. For instance, figural methods were more effective in enhancing creativity, and enhancing converging thinking was more effective than enhancing divergent thinking. Study effect sizes varied considerably across all studies and for many subgroup analyses, suggesting that researchers can plausibly expect to find reversed effects occasionally. We found no evidence of publication bias. We discuss theoretical implications and suggest future directions for best practices in enhancing creativity. (PsycInfo Database Record (c) 2023 APA, all rights reserved)}, language = {en} } @article{HaaseHanel2022, author = {Haase, Jennifer and Hanel, Paul H. P.}, title = {Priming creativity: Doing math reduces creativity and happiness whereas playing short online games enhance them}, series = {Frontiers in Education}, journal = {Frontiers in Education}, publisher = {Frontiers}, address = {Lausanne, Schweiz}, issn = {2504-284X}, doi = {10.3389/feduc.2022.976459}, pages = {14}, year = {2022}, abstract = {Creative thinking is an indispensable cognitive skill that is becoming increasingly important. In the present research, we tested the impact of games on creativity and emotions in a between-subject online experiment with four conditions (N = 658). (1) participants played a simple puzzle game that allowed many solutions (priming divergent thinking); (2) participants played a short game that required one fitting solution (priming convergent thinking); (3) participants performed mental arithmetic; (4) passive control condition. Results show that divergent and convergent creativity were higher after playing games and lower after mental arithmetic. Positive emotions did not function as a mediator, even though they were also heightened after playing the games and lower after mental arithmetic. However, contrary to previous research, we found no direct effect of emotions, creative self-efficacy, and growth- vs. fixed on creative performance. We discuss practical implications for digital learning and application settings.}, language = {en} }