TY - JOUR
T1 - Towards Game-Based Assessment of Creative Thinking
AU - Rafner, Janet
AU - Wang, Qian Janice
AU - Gadjacz, Miroslav
AU - Badts, Thomas
AU - Baker, Brendan
AU - Bergenholtz, Carsten
AU - Biskjaer, Michael Mose
AU - Bui, Thomas
AU - Carugati, Andrea
AU - de Cibeins, Matthieu
AU - Noy, Lior
AU - Rahimi, Seyedahmad
AU - Tylén, Kristian
AU - Zana, Blanka
AU - Beaty, Roger E.
AU - Sherson, Jacob
N1 - Publisher Copyright:
© 2023 Taylor & Francis Group, LLC.
PY - 2023
Y1 - 2023
N2 - For decades, researchers have struggled with measurement problems related to the construct validity of divergent and convergent thinking in creativity assessments. In response, some have called for battery-based approaches. Recently, digital games have emerged as a potential alternative, offering increased scalability and improved ecological validity. This article presents CREA: a new, scalable, game-based assessment suite. CREA includes crea.tiles and crea.blender, non-verbal games featuring both divergent and convergent thinking modes, as well as crea.ideas–the Alternative Uses Task, a standard test of divergent thinking, and crea.logic–a test of abstract reasoning. The novel convergent and divergent thinking game modes are constructed within the same contextual environment and with theoretically motivated differences in game-prompts to understand and generalize from the emerging elicited behaviors. In this study, 408 participants completed the CREA suite and selected validation measures, representing the largest game-based validation study to date. Both convergent and discriminant validity is demonstrated for crea.tiles with respect to standard tests, with correlations ranging from r =.1–.4. Having CREA freely accessible, we aim to broaden the accessibility of creativity assessment to researchers, educators, and the general public and through this scaleup validate the rich creative behavioral patterns observed in this study.
AB - For decades, researchers have struggled with measurement problems related to the construct validity of divergent and convergent thinking in creativity assessments. In response, some have called for battery-based approaches. Recently, digital games have emerged as a potential alternative, offering increased scalability and improved ecological validity. This article presents CREA: a new, scalable, game-based assessment suite. CREA includes crea.tiles and crea.blender, non-verbal games featuring both divergent and convergent thinking modes, as well as crea.ideas–the Alternative Uses Task, a standard test of divergent thinking, and crea.logic–a test of abstract reasoning. The novel convergent and divergent thinking game modes are constructed within the same contextual environment and with theoretically motivated differences in game-prompts to understand and generalize from the emerging elicited behaviors. In this study, 408 participants completed the CREA suite and selected validation measures, representing the largest game-based validation study to date. Both convergent and discriminant validity is demonstrated for crea.tiles with respect to standard tests, with correlations ranging from r =.1–.4. Having CREA freely accessible, we aim to broaden the accessibility of creativity assessment to researchers, educators, and the general public and through this scaleup validate the rich creative behavioral patterns observed in this study.
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U2 - 10.1080/10400419.2023.2198845
DO - 10.1080/10400419.2023.2198845
M3 - Article
AN - SCOPUS:85156240985
SN - 1040-0419
VL - 35
SP - 763
EP - 782
JO - Creativity Research Journal
JF - Creativity Research Journal
IS - 4
ER -