2020
DOI: 10.1002/jocb.454
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Examining the Influence of Mood on the Bright Side and the Dark Side of Creativity

Abstract: The current exploratory study was designed to examine whether an expert‐generated rating of the creativity of a product and of its darkness‐brightness would both be influenced by the mood of the participants who had created that product. Positive and negative moods of the participants were induced by watching an emotional video, followed by appropriate instrumental music. Our participants were students of art and architecture, and they were asked to produce short texts and drawings while being in a specific mo… Show more

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Cited by 8 publications
(5 citation statements)
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“…There are many previous studies on the factors that affect team creativity. There are individual-level factors, like personal traits, explicit knowledge, tacit knowledge (Zhang, Zhang et al, 2015), emotions (Yefet & Glicksohn, 2020), self-efficacy and intra-team trust (Hendarsjah et al, 2019), and team-level factors, like knowledge co-creation (Acharya et al, 2018), team composition, and climate for innovation (Somech & Drach-Zahavy, 2013).…”
Section: Theoretical Background and Hypothesesmentioning
confidence: 99%
“…There are many previous studies on the factors that affect team creativity. There are individual-level factors, like personal traits, explicit knowledge, tacit knowledge (Zhang, Zhang et al, 2015), emotions (Yefet & Glicksohn, 2020), self-efficacy and intra-team trust (Hendarsjah et al, 2019), and team-level factors, like knowledge co-creation (Acharya et al, 2018), team composition, and climate for innovation (Somech & Drach-Zahavy, 2013).…”
Section: Theoretical Background and Hypothesesmentioning
confidence: 99%
“…It is known that emotions, predominantly positive and active, are conducive to everyday and professional creative activity [94][95][96]. Fascinating in the subject of positive creativity is a recent study which showed that evoking positive emotions is more beneficial to generating bright ideas-products that are pleasant and have positive meaning [97]. Over 20 years ago, a concept of how to enrich learning during fun was proposed as entertainment-education, i.e., the use of educational or persuasive prosocial messages in entertainment programming [98].…”
Section: Discussionmentioning
confidence: 99%
“…Similarly to Leung et al ( 2014 ), researchers could also look at emotion-related individual differences and how these affect the way that emotions are monitored and used in the creative process in a creators × creating design. Moreover, research has examined the creativity as well as the content of participants’ creations in terms of its darkness–brightness ( Cropley et al 2010 ) in various emotional contexts, such as positive vs. negative mood induction ( Yefet and Glicksohn 2021 ) or in situations/tasks with aggressivity-inducing instructions and cues vs. ones designed as benevolent ( Harris and Reiter-Palmon 2015 ). Hao et al ( 2017 ) used positive vs. negative emotion induction (context) while having the participants perform divergent thinking tasks in an open vs. closed body posture (creating) to find whether there was an interactive effect when emotion and posture were congruent (i.e., open–positive, closed–negative).…”
Section: Discussionmentioning
confidence: 99%