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To Fail or Not to Fail? Implications of Extinction on Creativity and Problem-Solving Behavior

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Abstract

According to Epstein (1985), extinction is one of the main processes for creative problem solving. To test this assertion, we present an experiment in which we manipulated extinction in a problem situation using the computer game Portal 2®. Three groups of participants were exposed to the same problem (i.e., get out of a chamber) under two different conditions. Two groups of participants learned the prerequisite behavior to solve the problem (NOEXT and EXT), but one group did not receive this training (BL). Under one condition, the problem could be solved in two ways: either by emitting a new flexible behavior (innovative) or by doing all of the previously learned behaviors (not innovative). Under the second condition, the problem had to be solved by emitting the innovative behavior, and the learned behaviors were under operational extinction. NOEXT was exposed to the first condition and EXT and LB groups to the second. Results showed that all participants from EXT and NOEXT, but fewer than half of LB groups, solved the problem, corroborating previous data that showed that creative problem solving is a function of previous learning. All but two participants from the NOEXT group solved the problem by emitting the learned behaviors; thus, extinction increased the likelihood of emitting new and flexible problem-solving behaviors. The results also showed that the EXT group spent more time solving the problem, emitted a higher frequency of behaviors other than E1, and interacted more often with objects than the NOEXT group. Therefore, even if the problem-solving behavior of EXT and NOEXT groups was equally effective for obtaining the solution, it was not equally efficient. We discuss that the constraints (i.e., extinction vs. no extinction) of each problem imposed different learning conditions during problem solving. New learning was necessary to produce the new and flexible problem solving of the EXT group, and this process demands more time and effort than solving the problem by just performing what was learned in the past, as the NOEXT group did. Finally, results also suggested a modulatory effect of gaming experience of the effects of experimental training on creative problem solving, because the participants from LB who solved the problem were those with more experience with different types of games.

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Data availability

The data that support the findings of this study are available from the corresponding author upon reasonable request.

Notes

  1. See https://developer.valvesoftware.com/wiki/Portal_2_Puzzle_Maker/Getting_Started for a complete list of the objects and other entities.

  2. BL participants did not receive training of the prerequisite behaviors (i.e., they did not acquire the behaviors that were under operational extinction during the problem situation).

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Conflict of Interest

The authors declare that they have no conflict of interest.

Ethics Approval

The procedures used in this study were approved by the Human Research Ethics Committee from the Institute of Psychology of the University of São Paulo and by the National Research Ethics Committee. Also, the procedures used in this study adhere to the tenets of the Declaration of Helsinki.

Consent to participate

Informed consent was obtained from all individual participants included in the study.

Consent to publish

Human research participants signed informed consent regarding publishing their data.

Funding

This study was funded by FAPESP (Fundação de Amparo à Pesquisa do Estado de São Paulo)—Grants 2018/04824-1 and 2019/27401-1.

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Correspondence to Rafael Silva Rodrigues.

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Appendices

Appendix 1

Previous Game Experience Questionnaire

figure a

Appendix 2

Training and Test chambers

Fig. 8
figure 8

Map of Chamber 2 and Chamber 3

Fig. 9
figure 9

Map of Chamber 4 and Chamber 5

Fig. 10
figure 10

Map of Chamber 6 and Chamber 7

Fig. 11
figure 11

Map of Chamber 8 (left) and a Map of All the Training Phase (right)

Fig. 12
figure 12

Test Phase. Note. Chamber 9 Map (left) and a Snapshot of the Player Screen on the Entrance of This Chamber (right)

Fig. 13
figure 13

Basic Commands Phase. Note. (a) Chamber 1 map (left); (b) The player screen on the entrance of this Chamber

Appendix 3

Table 3 Descriptives and Kruskal-Wallis results for comparisons between responses of EXT, NOEXT, and BL groups to the Video Game Experience Questionnaire

Appendix 4

Results from Basic Commands and Training Phases

Table 4 Average and standard deviation of time to exit the chamber and interval between behaviors (of the same or different categories) emitted in each chamber by group
Table 5 MANOVA of the time to exit the chamber and the interval between behaviors (of the same or different categories) emitted in each chamber

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Rodrigues, R.S., Garcia-Mijares, M. To Fail or Not to Fail? Implications of Extinction on Creativity and Problem-Solving Behavior. Psychol Rec 71, 525–542 (2021). https://doi.org/10.1007/s40732-021-00482-x

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