Abstract

The study examined the impact of the highest level of VR — the use of VIVE helmets — on individual creativity. Before and after working with VR programs using VIVE helmets, the participants in the study (n=28) were diagnosed with the parameters of verbal creativity: sensitivity to the problem, preference for complexity fluency, flexibility, resourcefulness, ingenuity, imagination, ability to structure, originality, resourcefulness and productivity, independence, originality, confident style of behavior; non-verbal creativity: originality, uniqueness; as well as general creativity. As a result of statistical data processing, it was shown that the study participants experienced significant changes in non-verbal creativity indicators — “originality” (at p ≤0.05) and “uniqueness” (at p ≤0.01). The vectors for further research on the problem of the connection between creative activity, creativity of the individual and virtual reality are determined.

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