Skip to main content
Original Articles and Reviews

Immersive Virtual Environments’ Impact on Individual and Collective Creativity

A Review of Recent Research

Published Online:https://doi.org/10.1027/1016-9040/a000481

Abstract. This paper explores the recent advances in research concerning the impact of immersive virtual environments affordances on the expression of users’ creativity at individual and team levels. While the top virtual reality (VR) application areas are entertainment and gaming, simulation and training for professionals, research in the domain of the psychology of creativity and VR is advancing rapidly in Europe. Indeed, between 2014 and 2021, 72% of publications in this domain resulted from European research in diverse fields such as engineering, design, music composition, art-making, and so forth. These studies took advantage of advanced VR affordances, such as head and hand motion trackers to synchronize an avatar in real-time, live streaming of a video into a VR headset screen to create artwork, etc. Four main topics were explored: (a) new creativity techniques involving a virtual upgrade of traditionally used techniques, virtual sketching and prototyping, as well as sophisticated interactive virtual menus and motion tracking systems, (b) the right digital self-representation for enhancing creativity and the degree to which users identify with the “persona avatar” in the context of user-centered innovations, (c) the impact of physical and social virtual contextual cues on creative performance, and (d) the perception of virtual reality by creativity and innovation professionals. Our review confirms that VR supports greater creative performance at individual and collaborative levels as well as enjoyment and fun. However, as rich and varied as this literature has become, it presents major methodological limitations that should be addressed in future research.

References

  • Alahuhta, P., Nordbäck, E., Sivunen, A., & Surakka, T. (2014). Fostering team creativity in virtual worlds. Journal for Virtual Worlds Research, 7(3), 1–24. https://doi.org/10.4101/jvwr.v7i3.7062 First citation in articleCrossrefGoogle Scholar

  • Alahuhta, P., Sivunen, A., & Surakka, T. (2016). Virtual worlds supporting collaborative creativity. In Y. SivanEd., Handbook on 3D3C Platforms: Progress in IS (pp. 103–121). Springer. https://doi.org/10.1007/978-3-319-22041-3_4 First citation in articleGoogle Scholar

  • Bezegová, E., Ledgard, M. A., Molemaker, R. J., Oberč, B. P., & Vigkos, A. (2018). Virtual reality and its potential for Europe. Ecorys. https://ec.europa.eu/futurium/en/system/files/ged/vr_ecosystem_eu_report_0.pdf First citation in articleGoogle Scholar

  • Bhagwatwar, A., Massey, A., & Dennis, A. R. (2013). Creative virtual environments: Effect of supraliminal priming on team brainstorming. In IEEEEd., 2013 46th Hawaii International Conference on System Sciences (pp. 215–224). IEEE. https://doi.org/10.1109/HICSS.2013.152 First citation in articleGoogle Scholar

  • Biasutti, M. (2015). Creativity in virtual spaces: Communication modes employed during collaborative online music composition. Thinking Skills and Creativity, 17, 117–129. https://doi.org/10.1016/j.tsc.2015.06.002 First citation in articleCrossrefGoogle Scholar

  • Bilyatdinova, A., Karsakov, A., Bezgodov, A., & Dukhanov, A. (2016). Virtual environment for creative and collaborative learning. In S. KunifujiG. PapadopoulosA. SkulimowskiJ. KacprzykEds., Knowledge, information and creativity support systems. Advances in intelligent systems and computing (Vol. 416, pp. 371–381). Springer. https://doi.org/10.1007/978-3-319-27478-2_26 First citation in articleGoogle Scholar

  • Bonnardel, N. (2012). Designing future products: What difficulties do designers encounter and how can their creative process be supported? Work: A Journal of Prevention, Assessment & Rehabilitation, 41(Suppl 1), 5296–5303. https://doi.org/10.3233/WOR-2012-0020-5296 First citation in articleGoogle Scholar

  • Bonnardel, N., & Pichot, N. (2020). Enhancing collaborative creativity with virtual dynamic personas. Applied Ergonomics, 82, Article 102949. https://doi.org/10.1016/j.apergo.2019.102949 First citation in articleCrossrefGoogle Scholar

  • Bonnardel, N., Forens, M., & Lefevre, M. (2016). Enhancing collective creative design: An exploratory study on the influence of static and dynamic personas in a virtual environment. The Design Journal, 19(2), 221–235. https://doi.org/10.1080/14606925.2016.1129145 First citation in articleCrossrefGoogle Scholar

  • Bourgeois-Bougrine, S., Richard, P., Lubart, T., Burkhardt, J. M., & Frantz, B. (2018). Do virtual environments unleash everyone’s creative potential? In S. BagnaraR. TartagliaS. AlbolinoT. AlexanderY. FujitaEds., Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018). Advances in Intelligent Systems and Computing (Vol. 824, pp. 1–2). Springer. https://doi.org/10.1007/978-3-319-96071-5_134 First citation in articleGoogle Scholar

  • Bourgeois-Bougrine, S., Buisine, S., Vandendriessche, C., Glaveanu, V., & Lubart, T. (2017). Engineering students’ use of creativity and development tools in conceptual product design: What, when and how? Thinking Skills and Creativity, 24, 104–117. https://doi.org/10.1016/j.tsc.2017.02.016 First citation in articleCrossrefGoogle Scholar

  • Bourgeois-Bougrine, S., Richard, P., Burkhardt, J. M., Frantz, B., & Lubart, T. (2020). The expression of users’ creative potential in virtual and real environments: An exploratory study. Creativity Research Journal, 32(1), 55–65. https://doi.org/10.1080/10400419.2020.1712162 First citation in articleCrossrefGoogle Scholar

  • Brangier, E., Bornet, C., Bastien, J. M. C., Michel, G., & Vivian, R. (2011). Mesure de la capacité des personas à générer des idées dans la conception de projets WEB [Measurement of the ability of personas to generate ideas in the design of WEB projects]. Le Travail Humain, 75(2), 121–145. First citation in articleCrossrefGoogle Scholar

  • Brown, V., Tumeo, M., Larey, T. S., & Paulus, P. B. (1998). Modeling cognitive interactions during group brainstorming. Small Group Research, 29(4), 495–526. https://doi.org/10.1177/1046496498294005 First citation in articleCrossrefGoogle Scholar

  • Buisine, S., & Guegan, J. (2019). Creativity in virtual teams: Bridging the gap between professional wisdom and scientific insights. Creativity Studies, 12(2), 198–210. https://doi.org/10.3846/cs.2019.576 First citation in articleCrossrefGoogle Scholar

  • Buisine, S., & Guegan, J. (2020). Proteus vs. social identity effects on virtual brainstorming. Behaviour & Information Technology, 39(5), 594–606. https://doi.org/10.1080/0144929X.2019.1605408 First citation in articleCrossrefGoogle Scholar

  • Buisine, S., Guegan, J., & Vernier, F. (2017). Technological innovation in group creativity. In F. DarbellayZ. MoodyT. LubartEds., Creativity, design thinking and interdisciplinarity. Creativity in the twenty first century (pp. 185–201). Springer. https://doi.org/10.1007/978-981-10-7524-7_12 First citation in articleGoogle Scholar

  • Buisine, S., Guegan, J., Barré, J., Segonds, F., & Aoussat, A. (2016). Using avatars to tailor ideation process to innovation strategy. Cognition, Technology & Work, 18(3), 583–594. https://doi.org/10.1007/s10111-016-0378-y First citation in articleCrossrefGoogle Scholar

  • Burkhardt, J. M., & Lubart, T. (2010). Creativity in the age of emerging technology: Some issues and perspectives in 2010. Creativity and Innovation Management, 19(2), 160–166. https://doi.org/10.1111/j.1467-8691.2010.00559.x First citation in articleCrossrefGoogle Scholar

  • Callejas, Z., Ravenet, B., Ochs, M., & Pelachaud, C. (2014). A computational model of social attitudes for a virtual recruiter. In A. LomuscioP. ScerriA. BazzanM. HuhnsEds., Proceedings of the International Conference on Autonomous Agents and Multi-agent Systems (pp. 93–100). International Foundation for Autonomous Agents and Multiagent Systems. First citation in articleGoogle Scholar

  • Chang, Y. S., Chou, C. H., Chuang, M. J., Li, W. H., & Tsai, I. F. (2020). Effects of virtual reality on creative design performance and creative experiential learning. Interactive Learning Environments, 1–16. https://doi.org/10.1080/10494820.2020.1821717 First citation in articleGoogle Scholar

  • Clark, O. J. (2020, October 28). How to kill a Greek God – A review, critique, and meta-analysis of 14 years of Proteus effect research. https://doi.org/10.31234/osf.io/9rbcs First citation in articleGoogle Scholar

  • Cobb, S. V., Nichols, S., Ramsey, A., & Wilson, J. R. (1999). Virtual reality-induced symptoms and effects (VRISE). Presence: Teleoperators & Virtual Environments, 8(2), 169–186. https://doi.org/10.1162/105474699566152 First citation in articleCrossrefGoogle Scholar

  • Davis, D. Z., & Boellstorff, T. (2016). Compulsive creativity: Virtual worlds, disability, and digital capital. International Journal of Communication, 10, 2096–2118. First citation in articleGoogle Scholar

  • de Rooij, A., van der Land, S., & van Erp, S. (2017). The creative Proteus Effect: How self-similarity, embodiment, and priming of creative stereotypes with avatars influences creative ideation. In ACMEd., Proceedings of the 2017 ACM SIGCHI Conference on Creativity and Cognition (C&C ‘17) (pp. 232–236). Association for Computing Machinery. https://doi.org/10.1145/3059454.3078856 First citation in articleGoogle Scholar

  • de Sousa, C. C. (2015). Meta_Body: Virtual corporeality as a shared creative process. In D. DoyleEd., New opportunities for artistic practice in virtual worlds (pp. 187–214). IGI Global. https://doi.org/10.4018/978-1-4666-8384-6.ch009 First citation in articleGoogle Scholar

  • Eustáquio, L., & de Sousa, C. C. (2019). Creative collaborative virtual environments. In M. Khosrow-PourEd., Advanced methodologies and technologies in artificial intelligence, computer simulation, and human-computer interaction (pp. 461–473). IGI Global. https://doi.org/10.4018/978-1-5225-7368-5.ch034 First citation in articleGoogle Scholar

  • Fleury, S., Agnès, A., Vanukuru, R., Goumillout, E., Delcombel, N., & Richir, S. (2020). Studying the effects of visual movement on creativity. Thinking Skills and Creativity, 36, 1–5. https://doi.org/10.1016/j.tsc.2020.100661 First citation in articleCrossrefGoogle Scholar

  • Forens, M., Bonnardel, N., & Barbier, M. L. (2015). How communication modalities can impact group creativity in multi-user virtual environments. In ACMEd., ECCE ‘15: Proceedings of the European Conference on Cognitive Ergonomics 2015 (pp. 1–4). ACM. https://doi.org/10.1145/2788412.2788439 First citation in articleGoogle Scholar

  • Fröhlich, T., Alexandrovsky, D., Stabbert, T., Döring, T., & Malaka, R. (2018). VRBox: A virtual reality augmented sandbox for immersive playfulness, creativity and exploration. In CHIEd., CHI PLAY ‘18 The Annual Symposium on Computer-Human Interaction in Play (pp. 153–162). CHI. https://doi.org/10.1145/3242671.3242697 First citation in articleGoogle Scholar

  • Fromm, J., Mirbabaie, M., & Stieglitz, S. (2020, March). The effects of virtual reality affordances and constraints on negative group effects during brainstorming sessions. In DBLPEd., 15th International Conference on Wirtschaftsinformatik, Potsdam, Germany (pp. 1172–1187). DBLP. First citation in articleGoogle Scholar

  • Gerry, L. J. (2017). Paint with me: Stimulating creativity and empathy while painting with a painter in virtual reality. IEEE Transactions on Visualization and Computer Graphics, 23(4), 1418–1426. https://doi.org/10.1109/TVCG.2017.2657239 First citation in articleCrossrefGoogle Scholar

  • Goh, C. H., Kulathuramaiyer, N., & Zaman, T. (2017). Riding waves of change: A review of Personas research landscape based on the Three Waves of HCI. Proceedings of the International Conference on Social Implications of Computers in Developing Countries (pp. 605–616). Springer. https://doi.org/10.1007/978-3-319-59111-7_49 First citation in articleCrossrefGoogle Scholar

  • Guegan, J., Buisine, S., Mantelet, F., Maranzana, N., & Segonds, F. (2016). Avatar-mediated creativity: When embodying inventors makes engineers more creative. Computers in Human Behavior, 61, 165–175. https://doi.org/10.1016/j.chb.2016.03.024 First citation in articleCrossrefGoogle Scholar

  • Guegan, J., Brechet, C., & Nelson, J. (2020). Dreamlike and playful virtual environments to inspire children’s divergent thinking. Journal of Media Psychology: Theories, Methods, and Applications, 33(1), 28–38. https://doi.org/10.1027/1864-1105/a000279 First citation in articleLinkGoogle Scholar

  • Guegan, J., Lubart, T., & Collange, J. (2019). (Social) identity and creativity in virtual settings: Review of processes and research agenda. In I. LebudaV. GlăveanuEds., The Palgrave handbook of social creativity research: Palgrave studies in creativity and culture (pp. 191–207). Palgrave Macmillan. https://doi.org/10.1007/978-3-319-95498-1_13 First citation in articleGoogle Scholar

  • Guegan, J., Nelson, J., & Lubart, T. (2017). The relationship between contextual cues in virtual environments and creative processes. Cyberpsychology, Behavior, and Social Networking, 20(3), 202–206. https://doi.org/10.1089/cyber.2016.0503 First citation in articleCrossrefGoogle Scholar

  • Guegan, J., Segonds, F., Barré, J., Maranzana, N., Mantelet, F., & Buisine, S. (2017). Social identity cues to improve creativity and identification in face-to-face and virtual groups. Computers in Human Behavior, 77, 140–147. https://doi.org/10.1016/j.chb.2017.08.043 First citation in articleCrossrefGoogle Scholar

  • Gül, L. F., & Maher, M. L. (2009). Co-creating external design representations: Comparing face-to-face sketching to designing in virtual environments. CoDesign International Journal of CoCreation in Design and the Arts, 5(2), 117–138. https://doi.org/10.1080/15710880902921422 First citation in articleGoogle Scholar

  • Haslam, S. A. (2004). Psychology in organizations: The social identity approach. Sage. First citation in articleGoogle Scholar

  • Hong, S. W., El Antably, A., & Kalay, Y. E. (2019). Architectural design creativity in multi-user virtual environment: A comparative analysis between remote collaboration media. Environment and Planning B: Urban Analytics and City Science, 46(5), 826–844. https://doi.org/10.1177/2399808317733267 First citation in articleCrossrefGoogle Scholar

  • Hong, S. W., Jeong, Y., Kalay, Y. E., Jung, S., & Lee, J. (2016). Enablers and barriers of the multi-user virtual environment for exploratory creativity in architectural design collaboration. CoDesign, 12(3), 151–170. https://doi.org/10.1080/15710882.2015.1081239 First citation in articleCrossrefGoogle Scholar

  • Hong, S. W., Park, J., & Cho, M. (2019). Virtual vs. actual body: applicability of anthropomorphic avatars to enhance exploratory creativity in architectural design education. Architectural Science Review, 62(6), 520–527. https://doi.org/10.1080/00038628.2019.1669526 First citation in articleCrossrefGoogle Scholar

  • Hu, R., Wu, Y. Y., & Shieh, C. J. (2016). Effects of virtual reality integrated creative thinking instruction on students’ creative thinking abilities. Eurasia journal of mathematics, science and technology education, 12(3), 477–486. https://doi.org/10.12973/eurasia.2016.1226a First citation in articleGoogle Scholar

  • Kadri, A., Lecuyer, A., Burkhardt, J., & Richir, S. (2007). The visual appearance of user’s avatar can influence the manipulation of both real devices and virtual objects. In IEEEEd., Proceedings of the 3DUI 2007 Symposium on 3D User Interfaces. IEEE Computer Society. https://doi.org/10.1109/3DUI.2007.340767 First citation in articleGoogle Scholar

  • Kohler, T., Fueller, J., Stieger, D., & Matzler, K. (2011). Avatar-based innovation: Consequences of the virtual co-creation experience. Computers in Human Behavior, 27(1), 160–168. https://doi.org/10.1016/j.chb.2010.07.019 First citation in articleCrossrefGoogle Scholar

  • Lau, K. W., & Lee, P. Y. (2015). The use of virtual reality for creating unusual environmental stimulation to motivate students to explore creative ideas. Interactive Learning Environments, 23(1), 3–18. https://doi.org/10.1080/10494820.2012.745426 First citation in articleCrossrefGoogle Scholar

  • Leonard, A. E., Dsouza, N., Babu, S. V., Daily, S. B., Jörg, S., Waddell, C., Parmar, D., Gundersen, K., Gestring, J., & Boggs, K. (2015). Embodying and programming a constellation of multimodal literacy practices: Computational thinking, creative movement, biology, & virtual environment interactions. Journal of Language and Literacy Education, 11(2), 64–93. First citation in articleGoogle Scholar

  • Leovaridis, C., & Bahana, M. (2017). Aspects regarding virtual reality as innovation in creative industries. Revista Romana de Sociologie, 28(3–4), 157–172. First citation in articleGoogle Scholar

  • Li, B., Segonds, F., Mateev, C., Lou, R., & Merienne, F. (2018). Design in context of use: An experiment with a multi-view and multi-representation system for collaborative design. Computers in Industry, 103, 28–37. https://doi.org/10.1016/j.compind.2018.09.006 First citation in articleCrossrefGoogle Scholar

  • Lomanowska, A. M., & Guitton, M. J. (2014). My avatar is pregnant! Representation of pregnancy, birth, and maternity in a virtual world. Computers in Human Behavior, 31, 322–331. https://doi.org/10.1016/j.chb.2013.10.058 First citation in articleCrossrefGoogle Scholar

  • Lubart, T. (2005). How can computers be partners in the creative process: Classification and commentary on the Special Issue. International Journal of Human-Computer Studies, 63(4–5), 365–369. https://doi.org/10.101/j.ijhcs.2005.04.002 First citation in articleCrossrefGoogle Scholar

  • Marinussen, M., & de Rooij, A. (2019). Being yourself to be creative: how self-similar avatars can support the generation of original ideas in virtual environments. In ACMEd., Proceedings of the 2019 on Creativity and Cognition (pp. 285–293). ACM. First citation in articleGoogle Scholar

  • Men, L., & Bryan-Kinns, N. (2018). LeMo: Supporting collaborative music making in virtual reality. In IEEEEd., 2018 IEEE 4th VR workshop on Sonic Interactions for Virtual Environments (SIVE) (pp. 1–6). IEEE. https://doi.org/10.1109/SIVE.2018.8577094 First citation in articleGoogle Scholar

  • Men, L., & Bryan-Kinns, N. (2019). LeMo: Exploring virtual space for collaborative creativity. In ACMEd., Proceedings of the 2019 on creativity and cognition, C&C ‘19 (pp. 71–82). ACM. https://doi.org/10.1145/3325480.3325495 First citation in articleGoogle Scholar

  • Men, L., Bryan-Kinns, N., & Bryce, L. (2019). Designing spaces to support collaborative creativity in shared virtual environments. PeerJ Computer Science, 5, Article e229. https://doi.org/10.7717/peerj-cs.229 First citation in articleCrossrefGoogle Scholar

  • Nelson, J., & Guegan, J. (2019). “I’d like to be under the sea”: Contextual cues in virtual environments influence the orientation of idea generation. Computers in Human Behavior, 90, 93–102. https://doi.org/10.1016/j.chb.2018.08.001 First citation in articleCrossrefGoogle Scholar

  • Nichols, S. (1999). Physical ergonomics of virtual environment use. Applied Ergonomics, 30(1), 79–90. https://doi.org/10.1016/S0003-6870(98)00045-3 First citation in articleCrossrefGoogle Scholar

  • Obeid, S., & Demirkan, H. (2020). The influence of virtual reality on design process creativity in basic design studios. Interactive Learning Environments. Advance online publication. https://doi.org/10.1080/10494820.2020.1858116 First citation in articleGoogle Scholar

  • Pruitt, J., & Grudin, J. (2003, June). Personas: Practice and theory. In ACMEd., Proceedings of the 2003 Conference on Designing for user experiences (pp. 1–15). ACM. First citation in articleGoogle Scholar

  • Ratan, R., Beyea, D., Li, B. J., & Graciano, L. (2020). Avatar characteristics induce users’ behavioral conformity with small-to-medium effect sizes: A meta-analysis of the Proteus effect. Media Psychology, 23(5), 651–675. https://doi.org/10.1080/15213269.2019.1623698 First citation in articleCrossrefGoogle Scholar

  • Reicher, S. D., Spears, R., & Postmes, T. (1995). A social identity model of deindividuation phenomenon. European Review of Social Psychology, 6, 161–198. https://doi.org/10.1080/14792779443000049 First citation in articleCrossrefGoogle Scholar

  • Saredakis, D., Szpak, A., Birckhead, B., Keage, H. A., Rizzo, A., & Loetscher, T. (2020). Factors associated with virtual reality sickness in head-mounted displays: A systematic review and meta-analysis. Frontiers in Human Neuroscience, 14, Article 96. https://doi.org/10.3389/fnhum.2020.00096 First citation in articleCrossrefGoogle Scholar

  • Scialabba, G. (1984). Mindplay. Harvard Magazine, 86(4), 16–19. First citation in articleGoogle Scholar

  • Seinfeld, S., Feuchtner, T., Maselli, A., & Müller, J. (2020). User representations in human-computer interaction. Human–Computer Interaction, 36(5–6), 400–438. https://doi.org/10.1080/07370024.2020.1724790 First citation in articleCrossrefGoogle Scholar

  • Slater, M., Gonzalez-Liencres, C., Haggard, P., Vinkers, C., Gregory-Clarke, R., Jelley, S., Watson, Z., Breen, G., Schwarz, R., Steptoe, W., Szostak, D., Halan, S., Fox, D., & Silver, J. (2020). The ethics of realism in virtual and augmented reality. Frontiers in Virtual Reality, 1, Article 1. https://doi.org/10.3389/frvir.2020.00001 First citation in articleCrossrefGoogle Scholar

  • Spears, R., & Lea, M. (1992). Social influence and the influence of the “social” in computer-mediated communication. In M. LeaEd., Contexts of computer-mediated communication (pp. 30–65). HarvesterWheatsheaf. First citation in articleGoogle Scholar

  • Spears, R., & Lea, M. (1994). Panacea or panopticon? The hidden power in computer-mediated communication. Communication Research, 21(4), 427–459. https://doi.org/10.1177/009365094021004001 First citation in articleCrossrefGoogle Scholar

  • Tajfel, H., & Turner, J. C. (1979). An integrative theory of intergroup conflict. In W. G. AustinS. WorchelEds., The social psychology of intergroup relation (pp. 33–47). Brooks/Cole. First citation in articleGoogle Scholar

  • Tang, Y. M., Au, K. M., & Leung, Y. (2018). Comprehending products with mixed reality: Geometric relationships and creativity. International Journal of Engineering Business Management, 10, 1–12. https://doi.org/10.1177/1847979018809599 First citation in articleCrossrefGoogle Scholar

  • Tanis, M., & Postmes, T. (2008). Cues to identity in online dyads: Effects of interpersonal versus intragroup perceptions on performance. Group Dynamics: Theory, Research, and Practice, 12(2), 96–111. https://doi.org/10.1037/1089-2699.12.2.96 First citation in articleCrossrefGoogle Scholar

  • Thornhill-Miller, B., & Dupont, J. M. (2016). Virtual reality and the enhancement of creativity and innovation: Under recognized potential among converging technologies? Journal of Cognitive Education and Psychology, 15(1), 102–121. https://doi.org/10.1891/1945-8959.15.1.102 First citation in articleCrossrefGoogle Scholar

  • Uribe Larach, D., & Cabra, J. F. (2010). Creative problem solving in second life: An action research study. Creativity and Innovation Management, 19(2), 167–179. https://doi.org/10.1111/j.1467-8691.2010.00550.x First citation in articleCrossrefGoogle Scholar

  • Valkenburg, R., & Dorst, K. (1998). The reflective practice of design teams. Design Studies, 19(3), 249–271. https://doi.org/10.1016/S0142-694X(98)00011-8 First citation in articleCrossrefGoogle Scholar

  • Vistisen, P., Luciani, D. T., & Ekströmer, P. (2019). Sketching immersive information spaces: Lessons learned from experiments in “sketching for and through virtual reality”. In N. SteinøM. KrausEds., 7th eCAADe Regional International Symposium: Virtually Real (pp. 25–36). Aalborg University. First citation in articleGoogle Scholar

  • Ward, T. B. (2015). Content, collaboration, and creativity in virtual worlds. In G. P. GreenJ. C. KaufmanEds., Video games and creativity (pp. 119–136). Academic Press. https://doi.org/10.1016/B978-0-12-801462-2.00006-0 First citation in articleGoogle Scholar

  • Ward, T. B., & Sonneborn, M. S. (2011). Creative expression in virtual worlds: Imitation, imagination, and individualized collaboration. Psychology of Popular Media Culture, 1(S), 32–47. https://doi.org/10.1037/2160-4134.1.S.32 First citation in articleCrossrefGoogle Scholar

  • Yang, X., Lin, L., Cheng, P. Y., Yang, X., & Ren, Y. (2019). Which EEG feedback works better for creativity performance in immersive virtual reality: The reminder or encouraging feedback? Computers in Human Behavior, 99, 345–351. https://doi.org/10.1016/j.chb.2019.06.002 First citation in articleCrossrefGoogle Scholar

  • Yang, X., Lin, L., Cheng, P. Y., Yang, X., Ren, Y., & Huang, Y. M. (2018). Examining creativity through a virtual reality support system. Educational Technology Research and Development, 66(5), 1231–1254. https://doi.org/10.1007/s11423-018-9604-z First citation in articleCrossrefGoogle Scholar

  • Yee, N., & Bailenson, J. (2007). The Proteus effect: The effect of transformed self-representation on behavior. Human Communication Research, 33, 271–290. https://doi.org/10.1111/j.1468-2958.2007.00299 First citation in articleCrossrefGoogle Scholar

  • Yee, N., & Bailenson, J. (2009). The difference between being and seeing: The relative contribution of self-perception and priming to behavioral changes via digital self-representation. Media Psychology, 12(2), 195–209. https://doi.org/10.1080/15213260902849943 First citation in articleCrossrefGoogle Scholar