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Your search for all content returned 8 results

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  • Creativity 101, 2nd Edition Go to book: Creativity 101

    Creativity 101, 2nd Edition

    Book

    Creativity must represent something different, new, or innovative. It has to be different and also be appropriate to the task at hand. The first chapter of the book deals with the Four-Criterion Construct of Creativity, which attempts to integrate both Western and Eastern conceptions of creativity. This is followed by a chapter which addresses how creativity operates on individual and social/environmental levels, and the effects and outcomes of the creative mind. Chapter 3 discusses the structure of creativity. A key work on creative domains is that of Carson, Peterson, and Higgins, who devised the creativity achievement questionnaire (CAQ) to assess 10 domains. The fourth chapter discusses measures of creativity and divergent thinking tests, Torrance Tests, Evaluation of Potential Creativity (EPOC) and Finke Creative Invention Task. Some popular personality measures use different theories, such as Eysenck’s Personality Questionnaire, which looks at extraversion, neuroticism and psychoticism. Chapter 6 focuses on a key issue, intrinsic versus extrinsic motivation and their relationship to creativity. While the seventh chapter deals with the relationship between creativity and intelligence, the eighth chapter describes three ’classic’ studies of creativity and mental illness which focus on the connection between bipolar disorder and creativity, usage of structured interviews and utilization of historiometric technique. One school admissions area that already uses creativity is gifted admissions—which students are chosen to enter gifted classes, programs, or after-school activities. The book also talks about creative perceptions and dwells upon the question whether creativity is good or bad.

  • Creativity and Mental HealthGo to chapter: Creativity and Mental Health

    Creativity and Mental Health

    Chapter

    This chapter explores three ’classic’ studies of creativity and mental illness. The first is Jamison whose focus is on the connection between bipolar disorder and creativity. The second is Andreasen, who used structured interviews to analyze 30 creative writers, 30 matched controls, and first-degree relatives of each group. The writers had a higher rate of mental illness, with a particular tendency toward bipolar and other affective disorders. The third major work is Ludwig, who utilized the historiometric technique. All three studies have come under serious criticism. Many of the studies of Big-C creators are historiometric, akin to Ludwig’s work. Some such studies claim that eminent creators show higher rates of mental illness. A much more common approach is to look at everyday people and give them measures of creativity and mental health. Typically, researchers look at what are called subclinical disorders—in other words, they’re not clinically significant.

    Source:
    Creativity 101
  • Creativity and IntelligenceGo to chapter: Creativity and Intelligence

    Creativity and Intelligence

    Chapter

    Creativity and intelligence, like bacon and eggs, certainly seem like they should go together. But exactly how they do, or whether intelligence is part of creativity or creativity is part of intelligence, is still debated. At one point in time, a ‘threshold’ theory was popular, which argued that creativity and intelligence are positively related up until an IQ of approximately 120. Some studies have found that although creativity does predict GPA, other variables do it better or more directly, such as cognitive style, mental speed and short-term memory, or reasoning ability. An additional way of considering how creativity relates to intellectual abilities is to consider how creativity is connected to learning disabilities (LD). Another learning disability with a relationship to creativity is Williams syndrome. Healey and Rucklidge found that although 40” of a creative group showed symptoms of attention deficit hyperactivity disorder (ADHD), none met the level for actual diagnosis.

    Source:
    Creativity 101
  • How Can Depressive Disorders Be Treated?Go to chapter: How Can Depressive Disorders Be Treated?

    How Can Depressive Disorders Be Treated?

    Chapter

    The aim of applied research on depressive disorders is to stimulate the development of treatments for these conditions and to evaluate their efficacy. The role of mental health care systems is to facilitate access to these treatments including interventions focused on ameliorating symptoms and preventive approaches intended to forestall their development. Intervention research focuses on testing which interventions are successful at treating various clinical problems in the population. For conditions such as depressive disorders, they are evaluated by the magnitude of change in symptoms and functioning measures among patients who receive the intervention, compared to patients who are exposed to some condition. Treatments for unipolar and bipolar depressive disorders take many forms including psychotherapies and biological interventions such as medicines and electroconvulsive therapy. Among the most studied and best validated psychotherapies for depressive disorders are those that use behavioral and cognitive techniques to target symptoms and maintaining factors in the depressive disorders.

    Source:
    Depression 101
  • Humor 101 Go to book: Humor 101

    Humor 101

    Book

    A concise, reader-friendly introduction to an important but often underappreciated topic in modern psychology, this book explains the role of comedy, jokes, and wit in the sciences and discusses why they are so important to understand. The author draws from his personal experiences in stand-up comedy to focus on how humor can regulate emotion, reduce anxiety and defuse tense situations, expose pretensions, build personal relationships, and much more. He irreverently debunks the pseudoscience on the topic of humor and leaves readers not only funnier, but better informed. Chapter 1 provides some ways to classify jokes into categories, discusses some theories about what makes something funny, and gets into the caveats about why this work can be so difficult. Comedy alters mood, thought, stress, and pain. Jokes and laughter may play an important role in health, mental illness, marital bliss, education, and psychotherapy. The second chapter discusses the social psychology of humor, and looks at how the presence of other people can make things seem funnier. Folks in both education and business often turn to humor in an attempt to captivate, inform, and persuade. A close look at the research on immune function, allergies, erectile dysfunction, and longevity reveals some promise for laughter’s health benefits. Research offers more support for humor’s impact on psychological well-being than on physical health. Humor can have direct effects on physical health and psychological well-being; it can buffer folks against the slings and arrows of daily hassles.

  • Humor and Psychological Well-BeingGo to chapter: Humor and Psychological Well-Being

    Humor and Psychological Well-Being

    Chapter

    Research offers more support for humor’s impact on psychological well-being than on physical health. The area of humor and its effect on serious mental illness deserves further work. A chortle or two and a good sense of humor also seem to help emotional well-being in folks involved in psychotherapy, whether or not they might qualify for a diagnosis. Based on the assumption that humor can improve mental health, psychotherapists of nearly every ilk have recommended comedy. Some see it as a skill that therapists should develop or as a technique to use in therapy at certain times. A handful of therapists think of humor as a treatment itself. All agree that it’s a double-edged sword, warning that caustic humor has no place in the process of therapy. Appropriate humor seems as if it could enhance empathy, warmth, and genuineness. Affiliative humor, the kind that brings people together, certainly sounds apt.

    Source:
    Humor 101
  • Critical Thinking, Science, and Pseudoscience Go to book: Critical Thinking, Science, and Pseudoscience

    Critical Thinking, Science, and Pseudoscience:
    Why We Can’t Trust Our Brains

    Book

    This book for undergraduate courses teaches students to apply critical thinking skills across all academic disciplines by examining popular pseudoscientific claims through a multidisciplinary lens. It discusses the need for critical thinking, describes pseudoscience, and illustrates some of the common mistakes made in pseudoscientific thinking. Understanding the principles of critical thinking is an essential foundation for making rational decisions, and the basic principles are easy enough to remember and implement when possible. The book also focuses on how the human brain does not process information in a rational, logical fashion and instead is rife with natural biases, and exposes many of the social factors that come into play that prevent one from gaining an unbiased, critical perspective on information. Sensationalist stories gain traction via our confirmation bias, and our cognitive dissonance, not being able to reconcile the complicated version of events with the sensationalist one results in the backfire effect, in which people double down on existing beliefs. The book further discusses alien visitation and abduction and examines two areas where alternative medicine is prevalent—physical health (chiropractic treatment, acupuncture) and mental health (e.g., facilitated communication for autism and sensory integration therapy). Finally, the book takes a look at how religion and culture impact science and vice versa, using the narrative of the “culture wars” surrounding topics such as heliocentrism, the theory of evolution via natural selection, and climate change.

  • Video Game Violence ResearchGo to chapter: Video Game Violence Research

    Video Game Violence Research

    Chapter

    This chapter focuses on ultraviolent games such as Grand Theft Auto IV (GTA). GTA is a violent shooter game that has gained notoriety for its sandbox-style allowance for players to engage in criminal actions, such as beating prostitutes or shooting police officers. In recent years, more research evidence has come to light suggesting that video game violence does not have a substantial influence on aggression or prosocial behavior or youth violence. A recent meta-analysis of studies of youth and video games suggested that video game influence on youth mental health was minimal, with published studies subject to publication bias. Elderly adults unfamiliar with the Entertainment Software Ratings Board (ESRB) ratings were most prone to worrying about video games.

    Source:
    Media Psychology 101
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