Conference paper 2023

Creativity in Virtual Reality: A Systematic Literature Review

Australasian Conference on Information Systems, ACIS 2023
Conference
Abstract

Creativity, as one of the most important 21st-century skills, plays a key role in knowledge creation and utilization. While improving the awareness, ability, and level of creativity is a global challenge, especially in education, organizational management, and specific creative fields (e.g., music, arts and crafts, and poetry). The emerging virtual technologies such as VR (virtual reality), metaverse, and MR (mixed reality) provide environments with infinite possibilities for creative activities. However, to date, there has been a limited understanding of whether, how, and to what extent VR can influence human creativity. The current study seeks to bridge this gap by carrying out a systematic literature review with 52 papers related to the applications of VR for creativity. The findings of the review encompass various aspects, including research methods, theories, contexts, characteristics of VR and creativity as well as their relationships. Drawing on the synthesized findings, four main thematic agendas are further proposed for future study. © © 2023 Yingzhou Qin, Nannan Xi, Juho Hamari.

Keywords

Author Keywords

Innovation Metaverse Problem-solving Cognition Knowledge Creation

Index Keywords

Systematic literature review Problem-solving Metaverses Mixed reality Creatives innovation cognition Global challenges Knowledge creations Knowledge utilization Organizational management
Author Affiliations
Faculty of Management and Business, Tampere University, Tampere, Pirkanmaa, Finland
Faculty of Information Technology and Communication Sciences, Tampere University, Tampere, Pirkanmaa, Finland
Funding & Acknowledgements
Foundation for Economic Education, FEE
Grant: 210301
This study was funded by the Foundation for Economic Education under Grant No. 210301 (GAMETH); and the Academy of Finland Flagship Programme under Grant No. 337653 (UNITE); and KAUTE Foundation under Grant No. 20200531 (VIRTUMER).
Foundation for Economic Education, FEE
This study was funded by the Foundation for Economic Education under Grant No. 210301 (GAMETH); and the Academy of Finland Flagship Programme under Grant No. 337653 (UNITE); and KAUTE Foundation under Grant No. 20200531 (VIRTUMER).
Research Council of Finland, AKA
Grant: 337653
This study was funded by the Foundation for Economic Education under Grant No. 210301 (GAMETH); and the Academy of Finland Flagship Programme under Grant No. 337653 (UNITE); and KAUTE Foundation under Grant No. 20200531 (VIRTUMER).
Research Council of Finland, AKA
This study was funded by the Foundation for Economic Education under Grant No. 210301 (GAMETH); and the Academy of Finland Flagship Programme under Grant No. 337653 (UNITE); and KAUTE Foundation under Grant No. 20200531 (VIRTUMER).
Grant: 20200531
This study was funded by the Foundation for Economic Education under Grant No. 210301 (GAMETH); and the Academy of Finland Flagship Programme under Grant No. 337653 (UNITE); and KAUTE Foundation under Grant No. 20200531 (VIRTUMER).
References 10 References
1 Amabile, Teresa M., The dynamic componential model of creativity and innovation in organizations: Making progress, making meaning, Research in Organizational Behavior, 36, pp. 157-183, (2016)
2 International Journal of Creativity and Problem Solving, (2011)
3 Baer, John M., Bridging generality and specificity: The amusement park theoretical (apt) model of creativity, Roeper Review, 27, 3, pp. 158-163, (2005)
4 Bampouni, Elpida, Decision-Making Styles in Metaverse: Effects of Immersion and Embodiment, 29th Annual Americas Conference on Information Systems, AMCIS 2023, (2023)
5 Journal of the Association for Information Systems, (2008)
6 Berry, Justin, The clamshell: Rethinking the virtual reality interface, 2019 IEEE Games, Entertainment, Media Conference, GEM 2019, (2019)
7 Bourgeois-Bougrine, Samira, Immersive Virtual Environments' Impact on Individual and Collective Creativity A Review of Recent Research, European Psychologist, 27, 3, pp. 237-253, (2022)
8 Bowman, Doug Andre, Virtual reality: How much immersion is enough?, Computer, 40, 7, pp. 36-43, (2007)
9 Bujdosó, Gyöngyi, Developing cognitive processes for improving inventive thinking in system development using a collaborative virtual reality system, 8th IEEE International Conference on Cognitive Infocommunications, CogInfoCom 2017 - Proceedings, 2018-January, (2017)
10 Burca, Oana Camelia, Synergia: A Multimodal Virtual Reality System for Creative Expression and Positive Change Through Cognitive Flow, Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST, 367 LNICST, pp. 271-290, (2021)
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Document Identifiers
  • EID 2-s2.0-85200110027
  • Language English