TABLE 3.1.
Factor 1: | Factor 2: | Factor 3 | |
|
|
|
|
Items | Artistic Creativity | Learning and Ideas | Malevolent Creativity∗ |
Visual arts (e.g., painting) | 0.79 | 0.06 | 0.00 |
Performing arts (e.g., singing) | 0.78 | −0.04 | −0.05 |
Culinary arts (e.g., cooking) | 0.74 | 0.17 | 0.06 |
Crafts (e.g., handcrafting) | 0.73 | 0.28 | 0.03 |
Digital Activities (e.g., making videos) | 0.58 | 0.27 | 0.01 |
Social online-engagement (e.g., group calls) | −0.03 | 0.74 | −0.04 |
Knowledge acquisition (e.g., webinars) | 0.22 | 0.67 | 0.13 |
Inventions (e.g., business ideas) | 0.36 | 0.63 | 0.02 |
Mischief (e.g., playing tricks)* | −0.05 | −0.04 | 0.84 |
Personal gains (e.g., finding loopholes)* | 0.06 | 0.12 | 0.82 |
n = 286. Extraction method: Principal Component Analysis; Rotation method: Varimax with Kaiser normalization. Loadings > 0.40 are in bold. *Not included in the final factorial structure.