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CRTV 301 Drexel
Quiz 2
| Question | Answer |
|---|---|
| Sociocultural Approach | Measuring the impact of customs, beliefs, values, and language |
| Csikszentmihalyi | Developed the theory of flow and linked this state to happiness |
| Amabile | Developed the theory that links creativity to intrinsic motivation |
| Domain | All of the created products, language, symbols, and conventions shared by members of the field. |
| Systems Perspective | The idea that creativity is the result of action between components, e.g., selection of novelty to enter domain, internalizing domain, and creating novelty |
| Flow | A state of concentration or complete absorption with the activity at hand and the situation. It is a state in which people are so involved in an activity that nothing else seems to matter. Aka being in the zone, or in the groove. |
| Componential Model | The idea that creativity is the result of a combination of things, e.g., field, domain, and person. |
| Historiometric/Biographical | Measurement of traits through indirect resources such as documents and anecdotal accounts |
| Simonton | Identified career age, ideation rate, and elaboration rate as functions of the creative life cycle; Revived Quetelet's historiometric approach. |
| Individual versus collaborative creativity | Influenced by culture and domain, defines whether creative product is the result of singular or group effort. |
| Productivity principle | Creativity increases as an individual continues to work in a domain until it reaches peak levels; then after time, productivity gradually declines. |
| Productivity curve | p(t) = c(e^-at - e^-bt) |
| Artificial creators | Programs that apply a store of mental operations to produce a creative product |
| Left Brain/Right Brain Creativity | The idea that creativity is housed in a specific area of the brain; brain imaging disproves this theory |
| Drugs/Alcohol and Creativity | Research show a negative connection between these and creativity. |
| Mental illness and Creativity | Research shows that the more serious the condition, the more this limits creativity. |
| Domain-to-Person | The actions or process by which a person internalizes the domain. |
| Person-to-Field | The actions or process by which a person creates novelty |
| Field-to-Domain | The actions or process by which novelty enters a domain. |
| Intermediaries | Component of the audience who are experts in the domain. |
| Connoisseurs | Component of the audience who are well-informed about the domain; a.k.a. serious fans. |
| Amateurs | Component of the audience who know something about the domain and who may enjoy it. |
| Public | Component of the audience who may know little or nothing about the domain. |
| Assessments of sociocultural creativity | KEYS and TCI are two examples that demonstrate reliability and validity. |