Digital environments — simulations, games and realities — have been gaining more attention in behaviour research as the relevant technology has become more advanced and affordable. This increased attention has been paralleled by the growing research literature, a corner of which belongs to studies of creativity in digital environments. This mini review highlights the main threads of this corner, focusing on the utilization of digital environments in education and industry.
Get full access to this article
View all access options for this article.
References
1.
AkçayırM.AkçayırG. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1–11.
2.
AngC. S.KrishnaR. G. S. V. (2008). Computer game theories for designing motivating educational software: A survey study. International Journal on E-Learning, 7, 181–199.
3.
AtilolaO.TomkoM.LinseyJ. S. (2016). The effects of representation on idea generation and design fixation: A study comparing sketches and function trees. Design Studies, 42, 110–136.
4.
AzumaR. T. (1997). A survey of augmented reality. Presence, 6, 355–385.
5.
BhagwatwarA.MasseyA.DennisA. (2018). Contextual priming and the design of 3D virtual environments to improve group ideation. Information Systems Research, 29, 169–185.
6.
BiasuttiM. (2015). Creativity in virtual spaces: Communication modes employed during collaborative online music composition. Thinking Skills and Creativity, 17, 117–129.
7.
BillinghurstM.DünserA. (2012). Augmented reality in the classroom. Computer, 45, 56–63.
8.
BimberO.RaskarR. (2005). Spatial augmented reality. Wellesley, MA: A. K. Peters.
9.
BowerM.HoweC.McCredieN.RobinsonA.GroverD. (2014). Augmented reality in education – Cases, places and potentials. Educational Media International, 51, 1–15.
10.
BuisineS.GueganJ.BarreJ.SegondsF.AoussatA. (2016). Using avatars to tailor ideation process to innovation strategy. Cognition Technology & Work, 18, 583–594.
11.
BurdeaG. C.CoiffetP. (2003). Virtual reality technology. New York, NY: Wiley.
12.
CarrozzinoM.BergamascoM. (2010). Beyond virtual museums: Experiencing immersive virtual reality in real museums. Journal of Cultural Heritage, 11, 452–458.
13.
ChaeS. W.SeoY. W.LeeK. C. (2015). Task difficulty and team diversity on team creativity: Multi-agent simulation approach. Computers in Human Behavior, 42, 83–92.
14.
ClarkD. B.Tanner-SmithE. E.KillingsworthS. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86, 79–122.
15.
CohenC. A.HegartyM. (2014). Visualizing cross sections: Training spatial thinking using interactive animations and virtual objects. Learning and Individual Differences, 33, 63–71.
16.
CsikszentmihalyiM. (2000). Beyond boredom and anxiety. Experiencing flow in work and play. San Francisco, CA: Jossey-Bass.
17.
De JongT. (1991). Learning and instruction with computer simulations. Education & Computing, 6, 217–229.
18.
de RooijA.van der LandS.van ErpS. (2017). The creative proteus effect: How self-similarity, embodiment, and priming of creative stereotypes with avatars influences creative ideation. Paper presented at the proceedings of the 2017 ACM SIGCHI conference on creativity and cognition.
19.
de Souza e SilvaA.SutkoD. M. (2009). Digital cityscapes: Merging digital and urban playspaces. New York, NY: Peter Lang Publishing, Inc.
20.
DedeC. (2009). Immersive interfaces for engagement and learning. Science, 323, 66–69.
21.
DondlingerM. J. (2007). Educational video game design: A review of the literature. Journal of Applied Educational Technology, 4, 21–31.
22.
DunleavyM.DedeC.MitchellR. (2009). Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. Journal of Science Education and Technology, 18, 7–22.
23.
FergusonR. (2011). Meaningful learning and creativity in virtual worlds. Thinking Skills and Creativity, 6, 169–178.
24.
FischerG. (2014). Learning, social creativity, and cultures of participation. In SanninoA.EllisV. (Eds.), Learning and collective creativity: Activity-theoretical and sociocultural studies (pp. 198–215). New York, NY: Taylor & Francis/Routledge.
25.
FoxJ.ArenaD.BailensonJ. N. (2009). Virtual reality: A survival guide for the social scientist. Journal of Media Psychology, 21, 95–113.
26.
GaggioliA. (2019). Mixed reality could improve science, technology, engineering, and mathematics learning. Cyberpsychology, Behavior, and Social Networking, 22, 166–167.
27.
GeeJ. P. (2003). What video games have to teach us about learning and literacy. New York, NY: Palgrave/Macmillan.
28.
GeeJ. P. (2007). Good video games + good learning. New York, NY: Peter Lang.
29.
GilsonL. L.MaynardM. T.Jones YoungN. C.VartiainenM.HakonenM. (2015). Virtual teams research: 10 years, 10 themes, and 10 opportunities. Journal of Management, 41, 1313–1337.
30.
GlăveanuV. P. (2011). How are we creative together? Comparing sociocognitive and sociocultural answers. Theory & Psychology, 21, 473–492.
31.
GrigorenkoE. L. (2019). Creativity: A challenge for contemporary education. Comparative Education, 55, 116–132.
32.
GueganJ.BuisineS.ManteletF.MaranzanaN.SegondsF. (2016). Avatar-mediated creativity: When embodying inventors makes engineers more creative`. Computers in Human Behavior, 61, 165–175.
33.
GueganJ.NelsonJ.LubartT. I. (2017). The relationship between contextual cues in virtual environments and creative processes. Cyberpsychology, Behavior, and Social Networking, 20, 202–206.
34.
GueganJ.SegondsF.BarrJ.MaranzanaN.ManteletF.BuisineS. (2017). Social identity cues to improve creativity and identification in face-to-face and virtual groups. Computers in Human Behavior, 77, 140–147.
35.
HahnM. H.LeeK. C.JoN. Y. (2015). Scenario-based management of individual creativity. Computers in Human Behavior, 42, 36–46.
36.
HarwoodT.GarryT. (2014). Co-creation and ambiguous ownership within virtual communities: The case of the Machinima community. Journal of Consumer Behaviour, 13, 148–156.
37.
HuangH.-M.LiawS.-S.LaiC.-M. (2016). Exploring learner acceptance of the use of virtual reality in medical education: A case study of desktop and projection-based display systems. Interactive Learning Environments, 24, 3–19.
38.
IbañezM. B.Delgado-KloosC. (2018). Augmented reality for STEM learning: A systematic review. Computers & Education, 123, 109–123.
39.
JouM.WangJ. (2013). Investigation of effects of virtual reality environments on learning performance of technical skills. Computers in Human Behavior, 29, 433–438.
40.
KaufmannH.SchmalstiegD. (2003). Mathematics and geometry education with collaborative augmented reality. Computers & Graphics, 27, 339–345.
41.
KlopferE.SheldonJ. (2010). Augmenting your own reality: Student authoring of science-based augmented reality games. New Directions for Youth Development, 2010, 85–94.
42.
KroekerK. L. (2010). Mainstreaming augmented reality. Communications of the ACM, 53, 19–21.
43.
LauK. W.LeeP. Y. (2015). The use of virtual reality for creating unusual environmental stimulation to motivate students to explore creative ideas. Interactive Learning Environments, 23, 3–18.
44.
LeachJ. (2001). A hundred possibilities: Creativity, community and ICT. In CraftA.JeffreyB.LeiblingM. (Eds.), Creativity in education (pp. 175–194). London: Continuum.
45.
LeeJ. (1999). Effectiveness of computer-based instructional simulation: A meta-analysis. International Journal of Instructional Media, 26, 71–85.
46.
LiuD.BhagatK. K.GaoY.ChangT.-W.HuangR. (2017). The potentials and trends of virtual reality in education. In LiuD.DedeC.HuangR.RichardsJ. (Eds.), Virtual, augmented, and mixed realities in education (pp. 105–130). New York, NY: Springer.
47.
MakranskyG.TerkildsenT. S.MayerR. E. (2019). Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learning and Instruction, 60, 225–236.
48.
MartinsL. L.GilsonL. L.MaynardM. T. (2004). Virtual teams: What do we know and where do we go from here?Journal of Management, 30, 805–835.
49.
MercerN. (2000). Words & minds. London: Routledge.
50.
MerchantZ.GoetzE. T.CifuentesL.Keeney-KennicuttW.DavisT. J. (2014). Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education, 70, 29–40.
51.
MitchellR. (2011). Alien contact! Exploring teacher implementation of an augmented reality curricular unit. Journal of Computers in Mathematics and Science Teaching, 30, 271–302.
52.
National Research Council. (2011). Learning science through computer games and simulations. Washington, DC: National Academies Press.
53.
NelsonJ.GueganJ. (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.
54.
OldhamG. R.Da SilvaN. (2015). The impact of digital technology on the generation and implementation of creative ideas in the workplace. Computers in Human Behavior, 42, 5–11.
55.
PelargosP. E.NagasawaD. T.LagmanC.TennS.DemosJ. V.LeeS. J.YangI. (2017). Utilizing virtual and augmented reality for educational and clinical enhancements in neurosurgery. Journal of Clinical Neuroscience, 35, 1–4.
56.
PeterssonH.SinkvistD.WangC.SmedbyŐ. (2009). Web-based interactive 3D visualization as a tool for improved anatomy learning. Anatomical Sciences Education, 2, 61–68.
57.
PotkonjakV.GardnerM.CallaghanV.MattilaP.GuetlC.PetrovićV. M.JovanovićK. (2016). Virtual laboratories for education in science, technology, and engineering: A review. Computers & Education, 95, 309–327.
58.
RegenbrechtH.BaratoffG.WilkeW. (2005). Augmented reality projects in the automotive and aerospace industries. IEEE Computer Graphics and Applications, 25, 48–56.
59.
RivaG. (2006). Virtual reality as communication tool: A sociocognitive analysis. Virtual Reality, 8, 462–468.
60.
RobertsonG. G.CardS. K.MackinlayJ. D. (1993). Three views of virtual reality: Nonimmersive virtual reality. Computer, 26, 81.
61.
Rojas-DrummondS. M.AlbarránC. D.LittletonK. (2008). Collaboration, creativity and the co-construction of oral and written texts. Thinking Skills and Creativity, 3, 177–191.
62.
RoussouM. (2004). Learning by doing and learning through play: An exploration of interactivity in virtual environments for children. Computers in Entertainment (CIE), 2, 10.
63.
RyhammarL.BrolinC. (1999). Creativity research: Historical considerations and main lines of development. Scandinavian Journal of Educational Research, 43, 259–273.
64.
SitzmannT. (2011). A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology, 64, 489–528.
65.
SquireK.KlopferE. (2007). Augmented reality simulations on handheld computers. Journal of the Learning Sciences, 16, 371–413.
SuC.-H.ChengC.-H. (2016). Developing and evaluating creativity gamification rehabilitation system: The application of PCA-ANFIS based emotions model. EURASIA Journal of Mathematics, Science & Technology Education, 12, 1443–1468.
68.
SutherlandI. E. (1968). A head-mounted three dimensional display. Paper presented at the proceedings of the December 9–11,1968, fall joint computer conference, part I, San Francisco, CA.
69.
TobiasS.FletcherJ. D. (Eds.). (2010). Computer games and instruction. Charlotte, NC: Information Age.
70.
VaughanN.GabrysB.DubeyV. N. (2016). An overview of self-adaptive technologies within virtual reality training. Computer Science Review, 22, 65–87.
71.
VogelJ. J.VogelD. S.Cannon-BowersJ.BowersC. A.MuseK.WrightM. (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34, 229–243.
72.
WardT. B.SonnebornM. S. (2009). Creative expression in virtual worlds: Imitation, imagination, and individualized collaboration. Psychology of Aesthetics, Creativity, and the Arts, 3, 211–221.
73.
WeiX.WengD.LiuY.WangY. (2015). Teaching based on augmented reality for a technical creative design course. Computers & Education, 81, 221–234.
74.
WiederholdM. D. (2019). Augmented reality: Poised for impact. Cyberpsychology, Behavior, and Social Networking, 22, 103–104.
75.
WuY.YuanZ.ZhouD.CaiY. (2013). A mobile Chinese calligraphic training system using virtual reality technology. AASRI Procedia, 5, 200–208.
76.
YangX.LinL.ChengP.-Y.YangX.RenY.HuangY.-M. (2018). Examining creativity through a virtual reality support system. Educational Technology Research and Development, 66, 1231–1254.