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M E L I S S A B . G U T W O R T H L IL Y C U SH E N BE R Y S A M U E L T . H U N T E R Creativity for Deliberate Harm: Malevolent Creativity and Social Information Processing Theory ABSTRACT Both popular press and academic research laud the benefits of creativity. Malevolent creativity, however, is the application of creativity to intentionally harm others. This study examines predictors of malevolent creativity, considering both contextual and individual difference influences. Social information processing theory suggests that situational cues might be more influential in shaping malevolent creativity. Two experimental laboratory studies test the effects of both formal and informal situational cues and find that these factors are predictive of malevolent creativity components above and beyond individual differences such as personality and cognitive ability. Implications of these findings for research and practice are discussed. Keywords: creativity, deviance, social information processing theory. Creativity is valued for solving complex problems and increasing productivity, and research has largely focused on how to increase creativity to accomplish these outcomes. Recent work, however, has begun to acknowledge malevolent creativity, or creativity used to intentionally harm others (Cropley, Kaufman, & Cropley, 2008; Harris, Reiter-Palmon, & Kaufman, 2013). Examples of creativity gone awry have been identified in various fields such as the arts, science, and technology and this problem is predicted to become increasingly widespread as society advances (McLaren, 1993). More specific cases of dark creative applications can be seen in instances of terrorism, where the Nazis used creative methods to gain followers, and in the workplace, where employees used creativity to steal from employers in innovative, difficult to detect ways (Gill, Horgan, Hunter, & Cushenbery, 2013; James, Clark, & Cropanzano, 1999; McLaren, 1993). Although there has been a great deal of research on the predictors of traditional benevolent creative applications, the motivations behind the use of creativity for deliberate harm remain less clear. Researchers have recently begun theorizing about how novel ideas can be used in dark ways. Malevolent creativity has been defined as the act by which an individual produces a product that involves (a) originality, (b) usefulness, as defined within a social context, and (c) malevolence (Harris et al., 2013). Originality indicates whether the idea is novel or surprising (Bessemer & O’Quin, 1999), usefulness refers to whether the idea is applicable to the problem and effective as a solution (Amabile, 1983), and malevolence is the intention to deliberately harm people, processes, property, and/or symbols (Cropley et al., 2008; Harris & Reiter-Palmon, 2015). This behavior differs from more traditional forms of creativity, which are not expressed with malevolent intentions. Furthermore, malevolent creativity differs from other deviance in that it must satisfy the requirements of a creative product by being original and useful. Deviance such as aggression may be malevolent, but may not be executed in an original and useful way. An example of malevolent creativity is an individual designing a new gun that is undetectable by metal detectors to shoot individuals in a high security building. This act intends to harm others, is novel, and is useful from the user’s perspective. Malevolent creativity causes harm in innovative ways and is therefore difficult to detect and prevent. Research identifying predictors of this behavior is therefore vital for preventing and containing malevolent creativity. The Journal of Creative Behavior, Vol. 0, Iss. 0, pp. 1–18 © 2016 by the Creative Education Foundation, Inc. DOI: 10.1002/jocb.155 1 Creativity for Deliberate Harm Although it may be simpler to discount malevolent creativity as a personality flaw, in general, creativity can be influenced by environment (Alencar & Bruno-Faria, 1997; Amabile, 1983; Hennessey, 2015). The mechanisms by which malevolent creativity is derived and the roles of individual and situational factors remain unclear. Some theorists believe that understanding the motivations behind this phenomenon requires a consideration of environmental influences that may trigger malevolent creativity (Cropley, 2010; Harris et al., 2013; Runco, 2010). Social information processing theory, which focuses on the influence of environmental aspects on behavior, may help explain the application of creativity to achieve dark aims. Specifically, Runco (2010) advances a perspective of dark creativity that separates the creative process from moral components. He states that the creative process itself simply provides the fuel to the resultant output in the form of novel ideas and the dark side component is a result of deliberate dark decision making. Social information processing theory, which states that individuals are shaped by their social context (Salancik & Pfeffer, 1978), may explain how and when an individual decides to apply the neutral process of creativity to a malevolent application. Furthermore, this theory supports the idea that context enables individuals to learn acceptable attitudes and actions, which can include both desirable and undesirable behaviors (Salancik & Pfeffer, 1978). Although social cues have been found to shape traditional, more desirable forms of creativity (Goncalo & Duguid, 2012), it remains unclear if this effect holds for malevolent creativity. Consistent with recommendations by Cropley (2010) and others (e.g., Amabile, 1983), we rely on social information processing theory to guide predictions across two experimental studies examining malevolent creativity antecedents. As extensions of social information theory posit that both formal and informal situational cues can guide behavior (e.g., Fulk, 1993; Morrison, 1994; Robinson & O’Leary-Kelly, 1998), we explore the effect of both types in addition to examining individual differences known to predict more traditional forms of creativity. Together, the results of these studies can provide a better understanding of when and why creativity is used to harm instead of help. STUDY 1: THE EFFECT OF FORMAL SITUATIONAL CUES Although most studies analyzing context and creativity have focused on applications of creativity that do not intentionally harm others (e.g., Goncalo & Duguid, 2012), it may be that situation can also drive creativity to be applied more malevolently. Specifically, social information theory posits that individuals are shaped by social context (Salancik & Pfeffer, 1978). Although researchers have explored the effect of context on traditional, more benign creativity (e.g., Zhou, Hirst, & Shipton, 2012), and have called for a focus on context when examining deviant behavior (Oh, Charlier, Mount, & Berry, 2014), little is known about how contextual cues can influence malevolent creativity. Extensions of social information theory suggest that cues that shape behavior can be both formal and informal (Fulk, 1993; Morrison, 1994; Robinson & O’Leary-Kelly, 1998). Formal cues such as rules and standards influence expectations for accepted behavior and some preliminary support exists for the influence of formal cues in shaping both traditional creativity and destructive rule-breaking separately. For example, formal instructions regarding creativity have enabled individuals to demonstrate higher creativity (Shalley, 1991; Torrance, 1962). James and Taylor (2010) theorize, however, that if creative goals are dark, resulting creative ideas may become destructive. In this first study, we examine two formal situational cues: goal nature and means for goal accomplishment. When assigned a task, individuals’ reactions and solution strategies may be influenced by formal cues such as the nature of the goal and instructions for how to accomplish the goal. With goal nature, we are interested in whether benevolent or malevolent goals influence malevolent creativity. Goal nature influences behavioral expectations and some preliminary support exists for this effect on traditional creativity (Shalley, 1991; Torrance, 1962). Whether this effect also applies to darker creative applications, however, remains unclear. In addition to the goal itself, formal expectations for task achievement may also influence attitudes and behaviors (Salancik & Pfeffer, 1978). Although the situational goal may be malevolent, the mechanisms for accomplishing the goal may not be. For example, an employee can plot to harm a coworker by improving performance to steal the employee of the month title. Although the goal itself is negative (harming the coworker’s reputation), the means of achieving that goal (higher work performance) are not inherently malevolent. It is therefore important to consider how formal cues communicated through both goal nature and the means for goal achievement affect malevolence and creativity aspects. In our first study, we explore the effect of formal sense-making cues on malevolent creativity components. First, we predict that providing formal 2 Journal of Creative Behavior instructions about the goal and specific means for goal achievement can shape aspects of this phenomenon above and beyond individual differences. H1: The nature of the goal and the means for goal achievement are predictive of usefulness, originality, and malevolence above and beyond individual differences. Although our main focus is on whether situational cues predict malevolent creativity components above and beyond individual differences, we additionally seek to conduct exploratory analyses on the interactive effect of these cues. Specifically, we predict that originality, usefulness, and malevolence will be highest when both goal nature and means for goal achievement are malevolent. When multiple formal cues signal that rule breaking is not tolerated (i.e., multiple security measures), counterproductive work behavior is reduced (Greenberg, 1997). It may be, therefore, that the opposite effect is also true, and that the strength of two formal malevolent cues can signal that malevolent expression is allowed. The combination of two formal malevolent cues may reinforce the acceptance of malevolent solutions, clarifying acceptable behavior, and allowing participants to focus on more useful and novel solutions. H2: Usefulness, originality, and malevolence will be highest when both the goal nature and the means for goal achievement are malevolent. METHOD Participants and design Participants (N = 213) from a U.S. northeastern university participated in a study in exchange for course credit (157 women, Mage = 19.01 years). Participants were randomly assigned to one of four cells created by crossing goal nature (malevolent or benevolent) by means for goal accomplishment (malevolent or benevolent) in a between-participants design. Procedure and materials Participants worked at individual computer stations. After completing an online survey containing demographics, cognitive ability, and personality measures, participants were presented with an ambiguous, ill-defined problem to solve similar to those used in traditional creativity research studies (Guilford, 1950; Mumford & Gustafson, 2007). Participants were asked to plan an event on campus that included either a goal to increase university pride (benevolent) or harm a rival university (malevolent). Furthermore, to accomplish their goal, participants were asked to either plan a prank (malevolent means for goal achievement) or a rally (benevolent means for goal achievement). For example, the condition with a benevolent goal and malevolent means for goal accomplishment tasked participants to “plan a prank designed to increase university pride.” This prompt was chosen as university pride is widespread, the rivalry with the other university is well-known, and the situation is therefore more realistic for students, enabling us to better generalize our results to how participants would respond outside of the laboratory. Gender, cognitive ability, and personality To examine the influence of social context on malevolent creativity components above and beyond individual differences, we measured gender, cognitive ability, and personality factors shown to relate to creativity and dark behavior. Women perform higher on creativity tests, and gender differences additionally exist in rule-breaking behavior (Baer & Kaufman, 2006; Eagly & Steffen, 1986). Furthermore, although the relationship between creativity and intelligence is often debated, researchers generally agree that a basic level of intelligence is needed to produce and analyze creative ideas (Barron, 1969; Sternberg, 1997). Cognitive ability has also been linked to malevolence, suggesting that individuals with greater ability may better recognize deviance opportunities and construct successful rule-breaking strategies to capitalize on these opportunities (Gamman & Raein, 2010; Grubb & McDaniel, 2007). A variety of personality traits have also demonstrated relationships with creativity and malevolence. We included the Big 5 personality traits as they have been linked to a number of rule-breaking and creativity outcomes such as a tendency to be imaginative, prefer variety, disagree with others, and engage in criminal behavior (Barron & Harrington, 1981; Bolton, Becker, & Barber, 2010; Feist, 1998; Ma, 2009). In addition, we examined dominance as this characteristic is more directly affiliated with malevolence. Dominant individuals may feel entitled to control others, ignore rules, and be less fearful of repercussions (Aquino, Galperin, & Bennett, 2004). 3 Creativity for Deliberate Harm To measure cognitive ability, participants were asked to indicate their grade-point average (GPA) and scholastic assessment test (SAT) standardized test scores. GPA and SAT scores were used as a measure of general intelligence based on previous research supporting a strong correlation between these measures and cognitive ability tests (Frey & Detterman, 2004). Furthermore, correlations ranging from .80 to .92 have been found between self-reported and verified SAT scores and grade-point averages (Cassady, 2001; Kuncel, Crede, & Thomas, 2005). Dominance and Big 5 personality variables were assessed using 10-item scales from the International Item Pool and responses ranged from 1 = disagree to 5 = agree (Goldberg, 2007). Consistent with other studies, alphas for all personality scales were above .80. Usefulness, originality, and malevolence By breaking down the various components of malevolent creativity (originality, usefulness, and malevolence), we can better understand how situational antecedents may differentially affect aspects of the overall malevolent creativity phenomenon. It may be, for example, that a certain variable influences malevolence but not usefulness. To capture usefulness, originality, and malevolence, participants’ task responses were coded by three independent raters. For ratings, usefulness was defined as the extent to which the response was applicable to the problem and effective as a solution, originality was defined as the extent to which the response was unexpected and novel, and malevolence was defined as the extent to which the response included harm to people (i.e., rival team players), property (i.e., rival university property), symbols (i.e., rival mascots), and/or process (i.e., stopping rival team members from playing sports) (Cropley et al., 2008; Harris & Reiter-Palmon, 2015). Raters underwent extensive training on study variables totaling 20 hours and engaged in practice ratings on sample responses to better ensure accurate and valid scores. Disagreements in sample ratings were clarified before actual responses were rated. Usefulness, originality, and malevolence were each rated on a scale from 1 = poor to 5 = excellent and benchmarking was conducted to identify poor-to-excellent responses. An inter-rater reliability analysis produced ICC(2,3) of above .85 for usefulness, originality, and malevolence and ratings were aggregated across raters to produce composite measures on each variable for each participant. RESULTS Table 1 reports the means, standard deviations, and correlations between study variables. It is of note that a significant correlation exists between originality and malevolence. This finding provides additional support for the hypothesized link between components of creativity and dark side applications. Although a correlation of .48 exists between these variables, these outcomes were predicted differently by the various antecedents in our study and are therefore meaningful and interesting to examine as separate constructs. Nevertheless, readers should exercise caution so as not to over-interpret our results. We tested our hypotheses using ordinary least-squares moderated regression (Aiken & West, 1991). To examine incremental effects of specific antecedent types, we used a hierarchical multiple regression analysis (Table 2). After starting with gender (step 1), we then entered cognitive ability (step 2), personality (step 3), situational antecedents (step 4), and the product term (step 5). Goal nature and means for goal achievement were dummy coded and the two were multiplied to create the interaction term. Furthermore, we used regression analyses instead of ANOVA to examine both the amount of variance in our outcomes predicted by each antecedent block and the amount of change in variance resulting from the addition of each antecedent group. Our first hypothesis stated that situational variables, specifically, goal nature and the means for goal achievement, would predict usefulness, originality, and malevolence above and beyond the effect of individual differences. Hierarchical regression analyses support this hypothesis. For all three aspects of malevolent creativity, the addition of situational variables (in step 4) explained significantly more variance than previous models including solely gender, cognitive ability, and personality. For usefulness, only 2% of the variance was predicted by individual differences. The addition of the two formal situational cues, however, explained 14% of the variance in usefulness (∆R2 = .13, p < .01). For originality, gender, cognitive ability, and personality factors explained 10% of the variance, whereas the addition of situational cues explained a total of 32% (∆R2 = .22, p < .01). Finally, for malevolence, the individual difference variables predicted 3% of the variance and 57% after the inclusion of situational variables (∆R2 = .54, p < .01). These findings provide support for social information processing theory by finding that formal situational cues shape malevolent creativity components above and beyond variables that are inherent in individuals such as gender, cognitive ability, and personality factors. 4 TABLE 1. Means, SD, and Intercorrelations Among Study Variables—Study 1 1. Gender 2. GPA 3. SAT math 4. SAT verbal 5. Openness 6. Conscientiousness 7. Extraversion 8. Agreeableness 9. Neuroticism 10. Dominance 11. Meansa 12. Goalb 13. Usefulness 14. Originality 15. Malevolence M SD – 3.46 600.90 582.77 3.59 3.73 3.70 3.95 2.11 2.61 1.52 3.46 3.33 2.93 2.08 – .38 96.61 79.33 .62 .68 .66 .51 .56 .61 .50 .50 .84 .94 .82 1 2 3 4 5 6 7 8 9 10 11 12 13 14 .07 .14 .05 .11 .06 .06 .22 .12 .17 .04 .03 .03 .03 .07 .11 .18 .07 .17 .08 .21 .05 .02 .06 .10 .08 .08 .03 .54 .16 .05 .00 .02 .06 .07 .06 .03 .04 .05 .06 .10 .07 .11 .01 .04 .12 .11 .05 .02 .21 .08 .05 .18 .19 .03 .14 .02 .11 .00 .01 .01 .14 .38 .22 .13 .07 .07 .02 .01 .08 .01 .25 .21 .06 .02 .08 .00 .11 .31 .56 .00 .13 .00 .01 .06 .09 .02 .17 .01 .02 .02 .06 .02 .01 .16 .02 .04 .02 .51 .73 .33 .03 .12 .19 .05 .48 Notes. GPA = grade point average. Correlations at or above .14 are significant at p < .05; Correlations at or above .18 are significant at p < .01. Means coded as Malevolent (1) or Benevolent (2). b Goal coded as Helping In-group (3) or Harming Out-group (4). a Journal of Creative Behavior 5 Standardized Regression Coefficients for Dependent Variables—Study 1 Step number Gender Cognitive ability GPA SAT math SAT verbal Personality Openness Conscientiousness Extraversion Agreeableness Neuroticism Dominance Situation Meansa Goalb Interaction R2 ∆R2 Usefulness 1 .03 2 3 .04 .08 .05 .03 .01 .01 Malevolence 4 5 1 2 3 4 5 1 .05 .04 .06 .03 .01 .02 .00 .01 .07 .09 .06 .03 .12 .06 .03 .11 .09 .06 .12 .08 .27** .15* .10 .28** .09 .10 .22** .10 .08 .19** .04 .02 .10 .29 .28 .14 .08 .02 .12 .02 .08 .06 .09 .01 .12 .01 .10 .08 .04 .02 .05 .18 .03 .23** .01 .02 .09 .14 .01 .21** .00 .03 .09 .12 .01 .22** .48** .07 .71 .45* 1.29** .35 .03** .00 .37** .00 .00 Originality .02 .01 .14 .13** 1.61** .34 1.75** .19 .05** .00 .00 .06 .06** .10 .04 .32 .22** .01 .01 2 3 .08 .05 .04 .07 .02 .01 4 5 .05 .03 .05 .08 .03 .07 .01 .02 .02 .02 .04 .04 .04 .05 .12 .06 .04 .03 .01 .12* .07 .03 .02 .09 .01 .13* .07 .05 .01 .08 .74** .09 .42 .60** 1.26** .60 .03** .03 .02 .57 .54** Notes. GPA = grade point average; DT = divergent thinking. Some of our standardized regression coefficients are greater than 1.0 and researchers have found that these cases can legitimately occur (Deegan, 1978). a Means coded as Malevolent (1) or Benevolent (2). b Goal coded as Helping In-group (3) or Harming Out-group (4). *p < .05, **p < .01. Creativity for Deliberate Harm 6 TABLE 2. Journal of Creative Behavior In addition, we sought to explore whether the two situational variables interacted to predict aspects of malevolent creativity. Our second hypothesis posited that usefulness, originality, and malevolence would all be highest when both goal nature and the means for goal achievement were malevolent. Our results were partially supported and the interaction shapes can be seen in Figures 1–3. For usefulness (Figure 1), specifically, we found a significant interaction between the two formal cues (b = 1.75, p < .01). However, usefulness was highest when situational cues both signaled more benevolent output (helping the in-group by designing a rally) and the mean for usefulness was 3.78 (SE = .10) in this condition. Posthoc tests reveal that this mean was statistically higher (p < .01) than the mean for harming an out-group both with a malevolent goal (M = 3.21, SE = .11) and with a non-malevolent goal (M = 2.79, SE = .11). Overall, these results do not support our hypothesis and instead suggest that usefulness was higher when formal situational cues were both non-malevolent. When focusing on originality (Figure 2), however, we found a significant interaction (b = 1.29, p < .01) that supported our hypothesis. Originality was highest when individuals were given a malevolent goal and when the means for achieving that goal were also malevolent (M = 3.50, SE = .11). Posthoc tests reveal that this mean was significantly different (p < .01) from the condition where benevolent means for 4 3.5 Usefulness Help In-Group 3 Harm Out-Group 2.5 2 Malevolent Benevolent Means for Goal Achievement FIGURE 1. Effect of goal and means of goal achievement on usefulness in Study 1. 4 Originality 3.5 3 Help In-Group 2.5 Harm Out-Group 2 1.5 Malevolent Benevolent Means for Goal Achievement FIGURE 2. Effect of goal and means of goal achievement on originality in Study 1. 7 Creativity for Deliberate Harm 3.5 Malevolence 3.0 Help In-Group 2.5 Harm Out-Group 2.0 1.5 1.0 Malevolent Benevolent Means for Goal Achievement FIGURE 3. Effect of goal and means of goal achievement on malevolence in Study 1. goal achievement was paired with a benevolent goal (M = 2.70, SE = .10) and a malevolent goal (M = 2.25, SE = .11). This mean was not significantly different from the condition with malevolent means and a benevolent goal, however, the overall form suggests that usefulness is higher when cues are malevolent, highlighting the connection between dark situational cues and creativity. For malevolence (Figure 3), we found a significant interaction (b = 1.26, p < .01) and the highest mean when the goal and the means for goal accomplishment were both malevolent (M = 2.94, SE = .08), supporting our second hypothesis. Posthoc tests reveal that this mean was significantly higher (p < .01) than the other conditions: benevolent goal with malevolent means (M = 2.50, SE = .08), benevolent goal with benevolent means (M = 1.55, SE = .07), and malevolent goal with benevolent means (M = 1.44, SE = .08). Overall, these trends suggest that malevolent formal cues can influence malevolent creativity components. One possible explanation for why the usefulness interaction did not support our hypothesis is that malevolent cues increased stress. Stress has been found to narrow individuals’ attention to more vital task features and decrease usefulness as a consequence (Kerr & Tindale, 2004). This explanation can also help explain why originality is higher when malevolent cues are present, as stress induced by malevolent cues may have increased participants’ focus on generating novel ideas. Overall, the main focus of this first study was to examine whether situational factors serve as antecedents of malevolent creativity components above and beyond individual differences. Our findings support the importance of situational cues and suggest that the decision to engage in malevolent creativity is influenced more by situational effects as opposed to certain individual differences. Furthermore, exploratory analyses demonstrated that goal nature and the means available for goal achievement can interact. Specifically, when goal nature and means for achievement are both malevolent, originality and malevolence may increase, leading to a potentially dangerous combination of highly original but also highly destructive ideas. DISCUSSION Results from our first study highlight the predictive power of formal situational cues. Our findings are in accordance with social information theory in that formal contextual aspects were predictive above and beyond individual differences. In addition, we found that multiple malevolent cues led to solutions that were both original and malevolent. With the knowledge that situational influences are predictive of malevolent creativity components, researchers and practitioners can manipulate formal cues to reduce this dark expression. For example, groups requiring creative output can make sure to formally state how goals should be accomplished using benevolent means. Although we discovered that goal nature and the means for goal achievement interacted to predict aspects of malevolent creativity, these factors represent only a small subset of potential situational malevolent creativity antecedents. According to extensions of social information processing theory, attitudes and behavior are shaped not only by formal sense-making cues but also informal cues (Fulk, 1993; 8 Journal of Creative Behavior Morrison, 1994). In our next study, we test this theoretical claim and explore the effect that informal cues have on malevolent creativity components. Specifically, we focus on informal interpersonal cues: dissenter presence and the nature of ideas expressed during brainstorming. In addition, we attempt to replicate our findings concerning the power of situation above and beyond individual differences. STUDY 2: EXAMINING THE ROLE OF INFORMAL SITUATIONAL CUES In our second study, we seek to test the effects of informal cues on malevolent creativity components. Informal cues can provide information about what is valued, acceptable, and even what consequences might follow from certain actions (Salancik & Pfeffer, 1978). In addition, informal cues may be more prevalent than formal cues in daily interactions and may therefore have a greater influence on behavior (Dabos & Rousseau, 2004; Rice & Aydin, 1991). One of the informal cues through which interpersonal influences have been found to affect creativity is brainstorming (Paulus & Paulus, 1997). Brainstorming is one of the most studied cognitive processes of creative problem-solving (Reiter-Palmon, Wigert, & de Vreede, 2012). It may be that malevolent brainstorming, however, decreases traditional aspects of creativity such as usefulness and originality. When negative emotions are discussed and sad moods induced during brainstorming, fewer creative products may be produced (Isen, 2000). Furthermore, the discussion of malevolent solutions may induce feelings of threat, eliciting self-protective responses, discouraging creativity, and leading individuals to follow previously established idea patterns (Staw, Sandelands, & Dutton, 1981; West, 2002). It is therefore likely that aspects of creativity will suffer when brainstorming entails malevolent ideas. Malevolent cues, however, will likely increase malevolence. Employees, for example, engage in more rule breaking when they perceive that group members have also engaged in or promoted deviance (Ferguson & Barry, 2011; Robinson & O’Leary-Kelly, 1998). It may seem intuitive that informal malevolent cues can increase malevolent expression, but the effect of these cues on malevolent creativity as a whole is less clear. As malevolent creativity must meet both the requirements of being a creative product and must also include intentional harm, malevolent cues may either increase or decrease this overall behavioral expression. It may be that malevolent brainstorming may decrease usefulness and originality and we therefore test the effect of brainstorming nature on all aspects of malevolent creativity. Dissenter presence is another informal cue that has been found to influence creativity. The experience of conflict can enable individuals to explore multiple perspectives and spark further idea generation (Anderson, De Dreu, & Nijstad, 2004; Nemeth, 1986). Simply the presence of idea variety has led to greater creativity, as the possibility of groupthink is decreased (Paulus & Nijstad, 2003). Based on these findings, it is likely that usefulness and originality will be greater when a dissenter is present. In addition, dissenter presence may also influence malevolence. Dissenters are often labeled as “bad apples” because they can “spoil the barrel” by eliciting distrust, conflict, and aggression (Furnham & Taylor, 2011). It may be, therefore, that dissenter presence encourages malevolence by expanding the set of solutions deemed appropriate by the group. As in Study 1, our main focus is to test whether situational factors predict malevolent creativity components above and beyond individual differences. As we found that formal cues were incrementally predictive of our outcomes in Study 1, we hypothesize the same regarding informal cues: H3: Informal situational cues are predictive of usefulness, originality, and malevolence above and beyond individual differences. Our second focus is on the interaction effect that informal cues may have on shaping malevolent creativity components. We hypothesize that usefulness and originality are highest when benevolent ideas are discussed during brainstorming and a dissenter is present. Dissenter conflict can increase the diversity of ideas presented and enable more creative thinking. Although the dissenter is expressing a malevolent idea, which can potentially induce self-protective behaviors, the focus of the brainstorming is on benevolent ideas. H4: Usefulness and originality are highest when benevolent solutions are discussed during brainstorming and a dissenter is present. Malevolence, however, may be highest when mainly malevolent solutions are discussed during brainstorming and only one dissenter expressing a benevolent idea is present. In this situation, malevolent ideas are expressed by the majority of the group, sending the informal cue that malevolent solutions are 9 Creativity for Deliberate Harm acceptable and even welcomed. Furthermore, dissent, created by the one benevolent idea expressed, can elicit more aggressive and defensive responses in individuals. H5: Malevolence is highest when malevolent solutions are discussed during brainstorming and a dissenter is present. METHODS Sample and procedure Participants were recruited from a U.S. northeastern university to complete a laboratory study in exchange for credit in undergraduate Psychology courses. Mean age of participants was 22.39 (SD = 6.77) and the sample was 61.2% female representing a variety of majors. In this study, 115 participants completed a battery of personality and cognitive ability measures. Next, a video of a group of students brainstorming solutions to a college internet censorship campaign was presented. Two independent variables were manipulated in this video—whether brainstorming involved malevolent or non-malevolent ideas and whether a dissenter was present. These manipulations resulted in a 2 (malevolent or non-malevolent brainstorming) 9 2 (dissenter or no dissenter) design. Participants were randomly assigned to one of the four conditions. After watching the video, participants were asked to generate a creative solution to a University budgeting problem, which was a separate but related controversial university issue. This final creativity task was scored for usefulness, originality, and malevolence. Manipulation To manipulate each experimental condition, participants viewed a video of a group of five undergraduate students who were videotaped discussing a new university policy. Actors in the video were university students to ensure that the social information cues were relevant to the participants’ context. The policy being discussed entailed administrators blocking access to social networking sites on campus computers. Before the video, participants were informed of the problem that the students in the video would be discussing. In the benevolent condition without a dissenter, students expressed ideas in response to the policy that entailed a peaceful exchange with university administrators. The plan of action included a petition, a letter writing campaign, and a blog to raise awareness and no dissenting opinions were expressed. In the benevolent brainstorming and dissenter condition, the same ideas were presented except a dissenter suggested a protest instead of a petition. In the malevolent condition, students attempted to stop the new policy by holding a protest, convincing students to skip their classes, and sending viruses to administrators and no dissenting opinions were expressed. In the malevolent brainstorming condition with a dissenter, the same ideas were presented except a dissenter suggested a petition instead of a protest. Measures After watching the video, participants were asked to generate a creative solution to a university bus fare increase which was another controversial proposal that could potentially be suggested by university administration and was relevant to participants’ everyday experiences. The use of an open-ended task allowed us to capture multiple aspects of creativity, and open-ended tasks have been cited as being vital to capturing creative performance (Amabile & Mueller, 2008). Although participants were asked to generate one solution, there was no single right answer to this prompt and the freedom to be creative was therefore afforded. Qualitative responses were coded by three independent raters for usefulness, originality, and malevolence. All dependent variables were again rated on a scale from 1 = poor to 5 = excellent and were defined to raters using the same definitions in Study 1. Raters also participated in the same training procedures as in Study 1, which included benchmarking and sample rating exercises. For usefulness, originality, and malevolence, ICC(2,3) was above .85 and ratings were aggregated across raters. Participants also completed the same individual differences measures administered in Study 1. Alphas for all scales were above .80. RESULTS Table 3 reports the means, standard deviations, and correlations between study variables. We again tested our hypotheses using ordinary least-squares moderated regression (Aiken & West, 1991) and hierarchical linear regression results are shown in Table 4. Although we found little support for individual differences in Study 1, we tested these effects again to see if they replicated for informal situational cues. Similar to Study 10 TABLE 3. Means, SD, and Intercorrelations Among Study Variables—Study 2 1. Gender 2. GPA 3. SAT math 4. SAT verbal 5. Openness 6. Conscientiousness 7. Extraversion 8. Agreeableness 9. Neuroticism 10. Dominance 11. Brainstorming naturea 12. Dissenter presenceb 13. Usefulness 14. Originality 15. Malevolence M SD – 3.09 600.24 613.83 3.82 3.50 3.71 3.75 2.36 2.91 1.39 1.59 2.48 2.52 2.45 – .53 106.26 103.90 .65 .70 .72 .62 .69 .72 .49 .49 1.23 1.12 .90 1 2 3 4 5 6 7 8 9 10 11 12 13 14 .09 .15 .12 .17 .26 .13 .21 .14 .16 .05 .05 .16 .01 .18 .19 .10 .16 .23 .05 .14 .16 .14 .14 .06 .09 .22 .03 .43 .07 .16 .03 .01 .03 .04 .07 .05 .10 .06 .15 .11 .12 .07 .02 .07 .15 .03 .10 .32 .23 .25 .10 .18 .32 .02 .24 .11 .05 .07 .03 .14 .31 .34 .26 .01 .10 .05 .06 .00 .01 .12 .39 .25 .29 .02 .15 .00 .08 .29 .50 .12 .05 .01 .15 .09 .08 .04 .03 .05 .05 .05 .14 .04 .10 .01 .06 .02 .18 .17 .15 .36 .41 .01 .67 .28 .33 11 Journal of Creative Behavior Notes. GPA = grade point average. SAT = Scholastic Assessment Test. Correlations at or above .18 are significant at p < .05; Correlations at or above .25 are significant at p < .01. a Brainstorming Nature coded as Malevolent (1) or Non-Malevolent (2). b Dissenter Presence coded as Dissenter (1) or No Dissenter (2). Standardized Regression Coefficients for Dependent Variables—Study 2 Step number Gender Cognitive ability GPA SAT math SAT verbal Personality Openness Conscientiousness Extraversion Agreeableness Neuroticism Dominance Situation Brainstorminga Dissenterb Interaction R2 ∆R2 Usefulness Originality 1 2 3 4 5 .16 .20* .13 .12 .12 .04 .03 .36** .09 .05 .37** .09 .00 .30** .09 .00 .31** .08 .04 .26* .06 .15 .13 .05 .02 .19 .07 .11 .14 .05 .02 .19 .07 .11 .13 .15 .31** .09 .25 .08 .31 .00 .03 .03 .15 .12** .20 .05 .31 .11** Malevolence 1 2 3 4 5 .01 .01 .02 .03 .02 .21* .08 .24* .28** .07 .21 .28** .00 .12 .26** .02 .16 .02 .04 .11 .27* .07 .18 .02 .02 .01 .28* .01 .19 .00 .01 .00 .23 .04 .15 .20* .39** .36 .11 .76* .35 .03* .00 .00 Notes. GPA = grade point average. a Brainstorming Nature coded as Malevolent (1) or Non-Malevolent (2). b Dissenter Presence coded as Dissenter (1) or No Dissenter (2). *p < .05, **p < .01. .10 .10* .15 .06 .33 .18** 1 .18* .03 .03* 2 3 4 5 .16 .18 .18 .17 .02 .03 .22** .03 .07 .20 .01 .08 .19 .03 .05 .24 .19 .11 .05 .14 .01 .02 .18 .10 .02 .13 .02 .02 .15 .09 .01 .06 .02 .07 .10 .02 .70* .70* 1.09** .21 .06** .09 .06 .14 .05 .15 .01 Creativity for Deliberate Harm 12 TABLE 4. Journal of Creative Behavior 1, we tested the incremental effects of each antecedent type. We began with gender (step 1), adding in cognitive ability (step 2), personality factors (step 3), main effects (step 4), and the interaction term (step 5). For our third hypothesis, we posited that informal cues would predict malevolent creativity components above and beyond individual differences. Supporting our hypothesis and replicating our results from Study 1, we found that informal cues predicted significant variance in usefulness, originality, and malevolence. For usefulness, the addition of dissenter presence and brainstorming nature predicted a total of 31% of the variance (∆R2 = .11, p < .01). The same effect was found for originality where a total of 33% of the variance was predicted (∆R2 = .16, p < .05). Finally, although the addition of the situational factors alone did not significantly predict variance in malevolence, the addition of the interaction term explained a total of 21% of the variance in malevolence (∆R2 = .06, p < .01). Overall, these results highlight the fact that situational factors can influence aspects of malevolent creativity. Our fourth hypothesis was that usefulness and originality would be highest when brainstorming was benevolent and a dissenter was present. Although the interaction term for usefulness was not significant, failing to support Hypothesis 4, we found that dissenter presence was a significant predictor of usefulness above and beyond individual differences. Specifically, when a dissenter was present, solutions produced were of higher usefulness (b = .31, p < .01). This finding indicates that informal cues signaled by a dissenting opinion could enable solutions that are of higher usefulness. For originality, our hypothesis was also not fully supported but we did find a significant interaction (b = .76, p < .05). Based on the interaction form (Figure 4), it appears that dissent of any kind, regardless of whether ideas shared previously were benevolent or malevolent, led to an increase in originality. Interestingly, posthoc tests reveal that the only significant mean difference between conditions was between the condition with benevolent brainstorming and no dissenter and the other three conditions. Solutions generated were of lower originality (M = 1.68, SE = .20) in this condition than the other three conditions: malevolent brainstorming without a dissenter (M = 2.47, SE = .16) and with a dissenter (M = 3.03, SE = .19) and benevolent brainstorming with a dissenter (M = 3.04, SE = .19). Although these results do not fully support our hypothesis, it is interesting to note that the condition without informal malevolent cues produced the least original ideas. It appears that even the presence of one malevolent informal cue is enough to increase originality. For our fifth hypothesis, we predicted that malevolence would be highest when malevolent brainstorming and a dissenter were present. Although we found a significant interaction (b = 1.09, p < .01), results failed to support our hypothesis. When graphing the interaction (Figure 5), however, it appears that, even when benevolent brainstorming is occurring, one dissenter voicing a malevolent opinion is enough to increase malevolence. Our results show that the presence of only one informal malevolent cue is enough to increase all malevolent creativity components: originality, usefulness, and malevolence. 4 Originality 3.5 3 2.5 Dissenter No Dissenter 2 1.5 1 Malevolent Benevolent Brainstorming Nature FIGURE 4. Effect of brainstorming nature and dissenter presence on originality in Study 2. 13 Creativity for Deliberate Harm 3.00 Malevolence 2.75 2.50 Dissenter 2.25 No Dissenter 2.00 1.75 1.50 Malevolent Benevolent Brainstorming Nature FIGURE 5. Effect of brainstorming nature and dissenter presence on malevolence in Study 2. Overall, these results advance our understanding of malevolent creativity antecedents by showing the predictive power of informal cues. Reaffirming the results of Study 1 and social information processing theory, it appears that individuals draw information from situational cues. Furthermore, these cues are predictive of usefulness, originality, and malevolence above and beyond individual differences. DISCUSSION The results from our second study extend our previous findings by examining the effect of informal cues on malevolent creativity. Specifically, this study tested whether brainstorming nature and dissenter presence influenced usefulness, originality, and malevolence. Findings suggest that solutions are of higher usefulness and originality when a dissenter is present. Furthermore, only one malevolent situational cue seems to be needed to produce malevolent solutions. Although these interaction effects help us to better understand the specific nature of situational influences on malevolent creativity components, our main focus was on exploring the overall effect of situational antecedents. Replicating our results from Study 1, our findings suggest that informal situational cues can predict usefulness, originality, and malevolence above and beyond individual difference antecedents, supporting the idea that this phenomenon is not simply engaged in by “malevolently creative individuals” and that anyone in the right situation can express this dark, creative behavior. GENERAL DISCUSSION Our results represent a foundational understanding of what leads creative individuals to apply their ability in malevolent ways. Although the actual cognitive process of creativity is considered to be devoid of any moral implications (Runco, 2010), social information processing theory helps to explain the circumstances under which this process is applied with malevolent intentions. We find that situational cues serve to predict the expression of malevolent creativity above and beyond individual differences. Not only do formal goals and the means provided for goal achievement influence whether malevolent creativity occurs, but also the informal cues surrounding solution generation. Our findings dispel the idea that certain individuals are more prone to engaging in malevolent creativity and instead suggest that anyone in the right situation can be motivated to engage in this dark creative expression. Furthermore, our findings suggest that some situational antecedents are not only predictive of more traditional aspects of creativity but also darker innovative applications. Specifically, malevolence was highest when individuals were given a malevolent goal and malevolent means for goal achievement. Although this finding may seem intuitive, solutions with higher originality were also produced under these conditions. Similarly, the informal malevolent cue of dissenter presence influenced usefulness, originality, and malevolence. This paradox is worrisome, as these cues can increase aspects of creativity, outcomes often highly desired, but also involve malevolence which can be dangerous and destructive. Overall, our results across two studies depict the power of situational antecedents in predicting malevolent creativity components. 14 Journal of Creative Behavior IMPLICATIONS Although our results are preliminary, our findings have implications for both research and practice. For researchers, our study serves as a starting point for understanding malevolent creativity antecedents. As situational factors exert a significant influence, even when accounting for gender, cognitive ability, and personality, future research can begin exploring how to manipulate situational cues to deter malevolent creativity and encourage more benevolent creative applications. In addition, our studies serve as empirical tests of social information theory (Salancik & Pfeffer, 1978). Across both studies, social context affected behavior above and beyond individual differences, explaining when and why individuals decide to apply the creative process in malevolent ways. Furthermore, extensions of the theory posit that sense-making cues are signaled both formally and informally. Our studies support that both formal and informal cues can shape the expression of usefulness, originality, and malevolence. Although our main focus was on determining if situational variables were more predictive of malevolent creativity components above and beyond individual differences, the interaction effects between situational cues depicted interesting results. In Study 1, the presence of two cues signaling acceptable malevolent behavior was the strongest predictor for originality and malevolence. Furthermore, in Study 2, a single dissenter with malevolent ideas can seemingly increase malevolence even when the majority of the group is discussing benevolent ideas. Our results contribute to the understanding of how social cues may shape malevolent creativity components. In practice, groups and organizations may be able to shape situations to prevent malevolent creativity. As the connection between traditional forms of creativity and dark side applications becomes clearer, it may be possible to recognize and regulate creative expression so that malevolent creativity has less of a destructive impact. One recommendation from our results is that goals are clarified as being benevolent and the use of benevolent means to achieve goals are valued and rewarded. For example, it might be better to frame a goal as “increasing group success” instead of “getting ahead of competitors”. In addition, as groups are tasked with fast-paced, relentless innovation, leaders may be tempted to lift limits to brainstorming to encourage creativity. Our studies suggest that malevolent goals set by leaders and malevolent ideas discussed by team members can encourage malevolent idea expression even without high stakes rewards as motivation. For groups desperately seeking the next big idea, these studies serve as a warning that some limits should be put on creative expression. LIMITATIONS Our studies are not without limitations. One limitation is that both samples consisted of college students and our results may therefore have limited generalizability. By conducting experimental laboratory studies, we hoped to gain foundational insight into a complex phenomenon. In addition, research on the relationship between findings in laboratory studies versus field studies have found correlations between effect sizes to be as high as .73, providing support for the use of laboratory studies in examining psychological phenomena (Anderson, Lindsay, & Bushman, 1999; Colquitt, 2008; Mook, 1983). Although we were able to observe significant effects in the laboratory, research conducted with diverse populations may increase generalizability of our results. In addition, as malevolent creativity is multidimensional (usefulness, originality, and malevolence) we sought to examine the effects of antecedent types on these specific dimensions. In both studies, participants were instructed to generate a single solution to an open-ended prompt that was then coded separately for these three different dimensions. It may be, however, that using a remote association test (Mednick, 1962) could have provided participants with more opportunities to express creative thought and future studies should examine malevolent creativity using these tasks to see if our results replicate. Furthermore, we chose to analyze these dimensions separately to see whether certain personality and situational factors differentially predicted these dimensions based on Harris and Reiter-Palmon’s (2015) call for examining subfactors of personality traits to better understand conflicting results relating to the prediction of malevolent creativity. We believe that by examining dimensions of the malevolent creativity phenomenon, we are better able to understand how antecedents may influence distinct aspects of malevolent creativity. Future studies conceptualizing malevolent creativity as a composite variable, however, can test the effect of situational influences on these aspects combined. Although we found little to no effects of personality, it may be that other personality traits, such as psychopathy, hold more direct relationships with malevolent creativity. 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