Maxence Mercier
Biographic Data
| ID | 4437254 |
|---|---|
| NAME | Maxence Mercier |
| GIVEN NAMES | Maxence |
| FAMILY NAME | Mercier |
| SIGNATURE | MERCIER M |
| AFFILIATIONS | Kedge Business School |
| ORCID | 0000-0001-9045-2032 |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 9 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Games and Creativity: A Theoretical Framework
This article introduces a theoretical framework centered on enhancing creativity through gaming, termed the Game-based Creativity Enhancement Framework (G-CEF). Rooted in experiential learning and game-based learning theories, the framework adopts an input–process–output paradigm: two inputs (personal attributes and game attributes), one process stage (learning situation), and outputs (learning improvements and acquisitions). Personal attributes …
Are Individual-Level Factors Necessary for Creativity in the Workplace? A Necessary Condition Analysis
Are individual-level factors necessary for creativity to occur in the workplace? Using a novel statistical approach, Necessary Condition Analysis, we explored empirically whether individual factors were critical to creativity in the workplace, drawing on Amabile’s componential theory, using a sample of 1384 workers in France. We examined three types of drivers: intrinsic motivation, job self-efficacy and creative self-efficacy. We examined four k…
Board games enhance creativity: Evidence from two studies
Board Games and Creativity: Playfulness as a Mediator
Background Games, and board games in particular, have shown themselves to be a promising avenue to help improve creative potential. However, these findings do not explain the reason as to why board games would be linked to or improve creativity. This paper focuses on one particular variable that could mediate the links between board game play habits and creativity: playfulness. Method This quantitative study first examined whether board game play…
Perceived Support Offered by Virtual and Real Environments for Creative Work
Environmental characteristics that have been empirically shown to improve creative outcomes in organizations include furniture and greenery. Virtual environments (VEs) are emerging as new work environments, but their potential to promote creativity has yet to be studied in detail. This work aims to explore which aspects in the holistic perception of VEs are considered beneficial for creative work, as well as examining whether real environments (R…
What Drives Tolerance? Investigating Integration Models and Minority Engagement
The present research examines the role of different integration models on tolerance based on coexistence versus respect and the willingness of the majority group to engage in intergroup contact with French individuals of Maghrebi origin. We conducted two studies amongst French majority group members, one correlational (Study 1; N = 320) and one experimental (Study 2; N = 445). Results from Study 1 indicated that multiculturalism and intercultural…
Creativity, Critical Thinking, Communication, and Collaboration: Assessment, Certification, and Promotion of 21st Century Skills for the Future of Work and Education
This article addresses educational challenges posed by the future of work, examining “21st century skills”, their conception, assessment, and valorization. It focuses in particular on key soft skill competencies known as the “4Cs”: creativity, critical thinking, collaboration, and communication. In a section on each C, we provide an overview of assessment at the level of individual performance, before focusing on the less common assessment of sys…
Multilingual semantic distance: Automatic verbal creativity assessment in many languages
Creativity research commonly involves recruiting human raters to judge the originality of responses to divergent thinking tasks, such as the alternate uses task (AUT). These manual scoring practices have benefited the field, but they also have limitations, including labor-intensiveness and subjectivity, which can adversely impact the reliability and validity of assessments. To address these challenges, researchers are increasingly employing autom…
The effects of board games on creative potential
The current study aimed to investigate whether board games could be used to improve creative potential. Games have proven to be effective learning tools, and some studies have indicated positive links between creativity and other types of games, namely video games and role‐playing games. However, less is known regarding board games’ potential benefits on creativity. This exploratory study compared two types of board games: creative and non‐creati…
No prominent works on this page.
The effects of board games on creative potential
The current study aimed to investigate whether board games could be used to improve creative potential. Games have proven to be effective learning tools, and some studies have indicated positive links between creativity and other types of games, namely video games and role‐playing games. However, less is known regarding board games’ potential benefits on creativity. This exploratory study compared two types of board games: creative and non‐creati…
Creativity, Critical Thinking, Communication, and Collaboration: Assessment, Certification, and Promotion of 21st Century Skills for the Future of Work and Education
This article addresses educational challenges posed by the future of work, examining “21st century skills”, their conception, assessment, and valorization. It focuses in particular on key soft skill competencies known as the “4Cs”: creativity, critical thinking, collaboration, and communication. In a section on each C, we provide an overview of assessment at the level of individual performance, before focusing on the less common assessment of sys…
Multilingual semantic distance: Automatic verbal creativity assessment in many languages
Creativity research commonly involves recruiting human raters to judge the originality of responses to divergent thinking tasks, such as the alternate uses task (AUT). These manual scoring practices have benefited the field, but they also have limitations, including labor-intensiveness and subjectivity, which can adversely impact the reliability and validity of assessments. To address these challenges, researchers are increasingly employing autom…
Board games enhance creativity: Evidence from two studies
Board Games and Creativity: Playfulness as a Mediator
Background Games, and board games in particular, have shown themselves to be a promising avenue to help improve creative potential. However, these findings do not explain the reason as to why board games would be linked to or improve creativity. This paper focuses on one particular variable that could mediate the links between board game play habits and creativity: playfulness. Method This quantitative study first examined whether board game play…
Perceived Support Offered by Virtual and Real Environments for Creative Work
Environmental characteristics that have been empirically shown to improve creative outcomes in organizations include furniture and greenery. Virtual environments (VEs) are emerging as new work environments, but their potential to promote creativity has yet to be studied in detail. This work aims to explore which aspects in the holistic perception of VEs are considered beneficial for creative work, as well as examining whether real environments (R…
What Drives Tolerance? Investigating Integration Models and Minority Engagement
The present research examines the role of different integration models on tolerance based on coexistence versus respect and the willingness of the majority group to engage in intergroup contact with French individuals of Maghrebi origin. We conducted two studies amongst French majority group members, one correlational (Study 1; N = 320) and one experimental (Study 2; N = 445). Results from Study 1 indicated that multiculturalism and intercultural…
Games and Creativity: A Theoretical Framework
This article introduces a theoretical framework centered on enhancing creativity through gaming, termed the Game-based Creativity Enhancement Framework (G-CEF). Rooted in experiential learning and game-based learning theories, the framework adopts an input–process–output paradigm: two inputs (personal attributes and game attributes), one process stage (learning situation), and outputs (learning improvements and acquisitions). Personal attributes …
Are Individual-Level Factors Necessary for Creativity in the Workplace? A Necessary Condition Analysis
Are individual-level factors necessary for creativity to occur in the workplace? Using a novel statistical approach, Necessary Condition Analysis, we explored empirically whether individual factors were critical to creativity in the workplace, drawing on Amabile’s componential theory, using a sample of 1384 workers in France. We examined three types of drivers: intrinsic motivation, job self-efficacy and creative self-efficacy. We examined four k…
Creativity in Education and Neuroscience (8 works) · Creativity (7 works) · Psychology (7 works) · Computer Science (6 works) · Cognitive psychology (4 works) · Educational Games and Gamification (4 works) · Social Psychology (4 works) · Engineering (3 works) · Creativity technique (2 works) · Knowledge management (2 works)