Online Game Use and Creativity: The Moderating Effect of Self‐Worth

ABSTRACT The relationship between online game use and creativity remains contentious. Self‐worth orientation theory suggests that online gaming can fulfill individual self‐worth needs, implying that self‐worth may moderate this relationship. Study 1 assessed online game use, self‐worth, and creativity among 184 college students through a cross‐sectional survey. Results indicated that self‐worth moderated the relationship between online game use and creativity; for high self‐worth action/shooter gamers, game use positively correlated with fluency but marginally negatively correlated with usefulness. Conversely, for low self‐worth action/shooter gamers, game use negatively correlated with fluency. Additionally, low self‐worth casual/puzzle gamers showed a marginal negative correlation with originality, while high self‐worth casual/puzzle gamers exhibited a positive correlation with originality. To enhance the internal validity of this study, Study 2 involved 55 participants in a pre‐/post‐test experimental design with a nongaming group and two gaming groups. Results showed that, in the pre‐test higher creativity group rather than the pre‐test lower creativity group, self‐worth moderated the effects of action/shooter game use on fluency and originality. Although the main effect of online game use and moderating effects of self‐worth were generally weak, these findings contribute to addressing the controversy surrounding the relationship between online game use and creativity identified in prior research and offer theoretical insights to enhance overall creativity.

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Publication Details

Journal
The Journal of Creative Behavior
Published
2025-06-19
DOI
https://doi.org/10.1002/jocb.70031
Primary Topic
Creativity in Education and Neuroscience
Type
article
Field-Weighted Citation Impact
0.00

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article

Online Game Use and Creativity: The Moderating Effect of Self‐Worth

Jinqi Ding, Suo Jiang, Qingbai Zhao, Quanlei Yu et al.
The Journal of Creative Behavior
Creativity in Education and Neuroscience
article

Online Game Use and Creativity: The Moderating Effect of Self‐Worth

Jinqi Ding, Suo Jiang, Qingbai Zhao, Quanlei Yu, Suping Sun, Wanjun Zhou
article en

Abstract

ABSTRACT The relationship between online game use and creativity remains contentious. Self‐worth orientation theory suggests that online gaming can fulfill individual self‐worth needs, implying that self‐worth may moderate this relationship. Study 1 assessed online game use, self‐worth, and creativity among 184 college students through a cross‐sectional survey. Results indicated that self‐worth moderated the relationship between online game use and creativity; for high self‐worth action/shooter gamers, game use positively correlated with fluency but marginally negatively correlated with usefulness. Conversely, for low self‐worth action/shooter gamers, game use negatively correlated with fluency. Additionally, low self‐worth casual/puzzle gamers showed a marginal negative correlation with originality, while high self‐worth casual/puzzle gamers exhibited a positive correlation with originality. To enhance the internal validity of this study, Study 2 involved 55 participants in a pre‐/post‐test experimental design with a nongaming group and two gaming groups. Results showed that, in the pre‐test higher creativity group rather than the pre‐test lower creativity group, self‐worth moderated the effects of action/shooter game use on fluency and originality. Although the main effect of online game use and moderating effects of self‐worth were generally weak, these findings contribute to addressing the controversy surrounding the relationship between online game use and creativity identified in prior research and offer theoretical insights to enhance overall creativity.

The Journal of Creative BehaviorVol. 59(3)
Wenzhou Medical University (CN), Central China Normal University (CN), East China Normal University (CN), Shaanxi Normal University (CN)
National Natural Science Foundation of China
Quality Education
Openalex Percentile: Top 86%
Creativity in Education and Neuroscience
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