[car-pga] The Creativity Crisis

This article brings up a worrying trend: that the average Creativity
Quotient (CQ) is trending downward in America.

http://www.newsweek.com/2010/07/10/the-creativity-crisis.html

It's probably obvious to all of us that role-playing games, and really
any form of play, boosts creativity. The article summarily dismisses
video games as contributing to creativity:

"One likely culprit is the number of hours kids now spend in front of
the TV and playing videogames rather than engaging in creative
activities."

And yet endorses role-play:

"In early childhood, distinct types of free play are associated with
high creativity. Preschoolers who spend more time in role-play (acting
out characters) have higher measures of creativity: voicing someone
else's point of view helps develop their ability to analyze situations
from different perspectives. When playing alone, highly creative first
graders may act out strong negative emotions: they'll be angry,
hostile, anguished. The hypothesis is that play is a safe harbor to
work through forbidden thoughts and emotions.

In middle childhood, kids sometimes create paracosms—fantasies of
entire alternative worlds. Kids revisit their paracosms repeatedly,
sometimes for months, and even create languages spoken there. This
type of play peaks at age 9 or 10, and it's a very strong sign of
future creativity. A Michigan State University study of MacArthur
"genius award" winners found a remarkably high rate of paracosm
creation in their childhoods."

This reinforces more than ever the importance of role-playing games in
a child's development. I look forward to the day that our school
systems recognize efforts like David Millians as critical to our
children's future.

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