As VR becomes more prominent in professional environments as a new digital interface, enhancing creativity in virtual workspaces is increasingly relevant. McCoy & Events (2002) found that the Physical Environment can be used to foster creativity. Research shows that physical environments, particularly larger spaces, support creative thinking by fostering openness and exploration (Chan & Nokes-Malach, 2016). Furthermore, Guegen et al. (2017) found that the presence of objects has been shown to stimulate creativity by engaging cognitive processes. Despite these findings, the specific effects of room size on divergent thinking in VR remain underexplored, with prior studies often overlooking the isolated impact of spatial dimensions.
This thesis aims to investigate the influence of virtual room size and objects on creativity by using the Alternative Uses Task (AUT) in a small empty room, a large empty room, and these rooms with added objects. Therefore isolating the effects of room size but also analyzing possible influences of objects in the environment on creativity. The findings will help clarify the role of VR room size and object presence in enhancing creativity, such results could offer insights into the design of digital workspaces while also offering insights into real-life work environment design regarding creativity.