Literature indicates that the United States has fallen behind other countries in the world in terms of creativity. At the same, children\u27s self-motivated gaming and involvement in gaming communities have grown as a major pass time. The literature is inconsistent on the relationship between games and creativity with some indicating benefit while others indicate harm. Might the observed level of creative thinking among children be associated with the level of a priori self-motivated engagement with creative games and associated social media? Given the wide spectrum of the kinds of games, this research considers the builder (e.g. Minecraft) genre and related social media. The research question examined is, given a STEM-oriented middle and...