角色扮演遊戲對臺灣大學生的認知創造力和情緒創造力的影響
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2013
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關於桌上型角色扮演遊戲(tabletop role-playing games) 影響創造力的文獻,一直以來都是稀少的,兩者的關聯也是不明確的。本研究的目的在於檢驗角色扮演是如何影響認知和情緒創造力。為此,本研究採用兩組的實驗設計:實驗組(N=19)以及控制組(N=20)。實驗組在完成情緒創造力量表(ECI)和陶倫斯創造力測驗成人適用精簡版(ATTA)兩項前測之後,每週進行一次桌上型角色扮演遊戲,為期四週。實驗結束後,受試者再一次填寫兩份測驗。另一方面,控制組僅實施前、後測而並未進行桌上型角色扮演遊戲。資料蒐集完畢後,研究員採用ANCOVA統計法比較兩組的差異,結果並未顯著,亦即角色扮演遊戲對於台灣大學生的情緒和認知創造力並沒有造成影響。
Research on the effect of tabletop role-playing games on creativity has been sparse. It is not clear exactly how the two are related. The purpose of this study was to examine how role-play influences cognitive and emotional creativity. To investigate this topic, this study used a two group experimental design, one treatment group (N=19) and one control group (N=20). After taking the Emotional Creativity Index (ECI) and Abbreviated Torrance Test for Adults (ATTA) as pre-tests, the treatment group played tabletop role-playing games once every week for four weeks. Upon the completion of the treatment, the subjects retook the tests. The control group only took the pre-tests and post-tests and did not play any role-playing games. After data collection, ANCOVAs were run to test the differences between the two groups. No significant results were found, and it was concluded that role-playing games do not influence the emotional or cognitive creativity of Taiwanese college students.
Research on the effect of tabletop role-playing games on creativity has been sparse. It is not clear exactly how the two are related. The purpose of this study was to examine how role-play influences cognitive and emotional creativity. To investigate this topic, this study used a two group experimental design, one treatment group (N=19) and one control group (N=20). After taking the Emotional Creativity Index (ECI) and Abbreviated Torrance Test for Adults (ATTA) as pre-tests, the treatment group played tabletop role-playing games once every week for four weeks. Upon the completion of the treatment, the subjects retook the tests. The control group only took the pre-tests and post-tests and did not play any role-playing games. After data collection, ANCOVAs were run to test the differences between the two groups. No significant results were found, and it was concluded that role-playing games do not influence the emotional or cognitive creativity of Taiwanese college students.
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Keywords
角色扮演, 情緒創造力, 認知創造力, 創造力訓練, role-play, emotional creativity, cognitive creativity, creativity training