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Creative Problem Solving in Second Life: An Action Research Study
Author(s) -
Uribe Larach Diego,
Cabra John F.
Publication year - 2010
Publication title -
creativity and innovation management
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 1.148
H-Index - 60
eISSN - 1467-8691
pISSN - 0963-1690
DOI - 10.1111/j.1467-8691.2010.00550.x
Subject(s) - creativity , argument (complex analysis) , ibm , process (computing) , action (physics) , creative problem solving , metaverse , psychology , order (exchange) , action research , computer science , virtual reality , human–computer interaction , social psychology , mathematics education , business , quantum mechanics , nanotechnology , operating system , biochemistry , chemistry , materials science , physics , finance
A digital Creative Problem‐Solving (CPS) process was facilitated in a 3D virtual world in order to assess whether such an environment was conducive to remote synchronous creative collaboration. IBM associates comprised the majority of the group that was involved in the process. Insights regarding the experience working within this virtual environment are discussed at length as seen through the eyes of the authors (CPS facilitators) of this paper and through the eyes of the participants. Data was gathered through a short feedback form administered to all participants, and informal interviews were also held to explore ways to improve the CPS experience. Results were encouraging. In common, participants reported that their experiences were deeply engaging and conducive to creative collaboration. An argument is made for the early adoption and use of this type of virtual worlds for remote‐synchronous creativity interactions. Finally, from a systems view of creativity, the authors identify opportunities for future research studies that examine the efficacy of creative collaboration within virtual worlds.

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