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# Exploring Group Creativity in Face-To-Face Versus Virtual Settings

Dermot Breslin

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Dermot Breslin. Exploring Group Creativity in Face-To-Face Versus Virtual Settings. The Journal of Creative Behavior, 2025, 59, 10.1002/jocb.70043. hal-05142815

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ORIGINAL ARTICLE

OPEN ACCESS

# Exploring Group Creativity in Face-To-Face Versus Virtual Settings

Dermot Breslin

<figure><img src="image_4.png" /></figure>

Rennes School of Business, Rennes, France

**Correspondence:** Dermot Breslin (dafbreslin@gmail.com)

**Received:** 8 May 2024 |

**Revised:** 30 April 2025 |

**Accepted:** 31 May 2025

**Funding:** The author received no specific funding for this work.

**Keywords:** creativity | familiarization | groups | virtual teams

## ABSTRACT

Recent research has shown that virtual settings can negatively impact interactions within groups. However, few empirical studies have looked at group creative processes in virtual teams, with most research to date focusing on individuals. To address this gap, an experimental study was carried out to compare the creative performance of groups in face-to-face versus virtual environments. 54 groups, each comprised of four individuals, completed two creativity tests interposed with an activity that was designed to familiarize members of the group with each other. The groups were split equally between face-to-face and virtual video-based settings. It was seen in all groups that creative fluency decreased, whilst the originality of ideas generated/selected increased after groups completed a familiarization task. It was further found that the creative fluency of groups was significantly lower in virtual compared to face-to-face environments. By negatively impacting the fluency of the creative process in groups, it is therefore argued that virtual interactions have negative consequences for the number of ideas generated within groups.

## 1 | Introduction

Since the COVID crisis, virtual team working has become increasingly prevalent in organizations and educational environments (Chamakiotis et al. 2021; Flores et al. 2022; Ilieva et al. 2021). Virtual settings have a number of advantages, including the flexibility to work from home (Chamakiotis et al. 2013; Fan et al. 2014), shorter, more focused meetings (Denstadli et al. 2012), reducing costs and allowing teams to be formed across different regions and time zones (Reiter-Palmon et al. 2021; Taras et al. 2019). However, virtual environments have also been associated with more strained and less spontaneous peer-to-peer interactions (Hacker et al. 2020; Jung et al. 2021; Pepple 2022), negatively affecting how individuals cooperate, listen to, and help others (Bowden et al. 2021; Pepple 2022). Furthermore, it is unclear how virtual groups impact creative performance in teams (Chamakiotis et al. 2021; Kniffin et al. 2021; Reiter-Palmon et al. 2021), with research

in this area in the early stages of development (Abi Saad and Agogué 2023; Han et al. 2017). Whilst some argue that creativity in organizations has been the victim of the COVID crisis, especially as it is largely carried out through team collaboration (Amabile and Khaire 2008; Zhou and However 2014), few empirical studies have looked at group creative processes in virtual teams (Brucks and Levav 2022; Grözinger et al. 2020; Reiter-Palmon et al. 2021), with most research to date focusing on individual creativity (Reiter-Palmon et al. 2021). Creativity is a keystone skill for the workforce of the future and is a central feature for policy in today's knowledge-based economies (Katz-Buonincontro 2012; Wu et al. 2014). Therefore, understanding the creative process in virtual settings is a priority for both organizational and educational research (Yang et al. 2023).

To address this gap, an experimental study was carried out to compare the creative performance of groups in face-to-face versus virtual environments. Groups were equally split between

This is an open access article under the terms of the Creative Commons Attribution License, which permits use, distribution and reproduction in any medium, provided the original work is properly cited.

© 2025 The Author(s). *The Journal of Creative Behavior* published by Wiley Periodicals LLC on behalf of Creative Education Foundation (CEF).
face-to-face and virtual video-based settings, and all groups completed two tests for creative or divergent thinking, the Unusual Uses Task (UUT). In the UUT, participants are given a set time within which to generate as many ideas as possible for a common everyday object, such as a coat hanger (Baird et al. 2012). Creative thinking was measured by the originality and productivity of the ideas that were generated and selected. All the groups completed two UUTs, which were interposed by an icebreaker activity that was designed to familiarize individuals with each other within the two different settings (i.e., face-to-face and virtual environments).

The findings of the study show that the creative fluency of groups is significantly lower in virtual compared to face-to-face environments, where fluency is defined as the total number of nonredundant ideas generated in each of the UUTs (Paulus 2000). No significant difference was found in the originality of ideas generated or selected between the two settings. This research builds on prior research which highlights the difficulties associated with processes of socialization in virtual teams (Breuer et al. 2016; Grözinger et al. 2020; Nemiro 2002), where a deficiency of social cues can lead to individuals not feeling socially connected with others (Curşeu et al. 2008; Reiter-Palmon et al. 2021), negatively impacting group creative fluency.

The structure of the paper is organized as follows. First, an overview of research on team creative processes in virtual environments is presented, alongside hypotheses linked to creative fluency, the originality of ideas generated, and selected. This is followed by a description of the research method and key findings from the study. Finally, the contribution of the study to research in this area and implications for virtual/hybrid teams are discussed.

## 2 | Theoretical Background and Hypotheses Development

Virtual teams can be defined as those in which members are geographically dispersed, guided by a common purpose and who collaborate via computer-mediated communication (Abi Saad and Agogué 2023; Allison et al. 2015; Chamakiotis et al. 2021; Townsend et al. 1998). Since the COVID crisis, virtual teams have developed to undertake largely the same work as face-to-face teams in both organizational and educational settings (Abi Saad and Agogué 2023; Chamakiotis et al. 2021; Flores et al. 2022; Ilieva et al. 2021; Pepple 2022). Though virtual teams can overcome constraints associated with time, space, and cost (Reiter-Palmon et al. 2021), they also suffer from a number of setbacks with regard to processes of socialization in groups.

In particular, research has found that individuals have difficulties making personal connections and developing mutual trust in virtual settings (Han et al. 2017; Nemiro 2002; Panteli 2004). The informal exchanges, interactions, and communications that facilitate processes of familiarization in face-to-face groups are constrained in virtual settings (Abi Saad and Agogué 2023). Trust here is defined as the willingness of an individual to be vulnerable to the actions of another

(Mayer et al. 1995), on the basis of a positive expectation regarding the other in a situation that entails risk to the trusting individual (Baba 1999; Cook and Wall 1980; Currall and Judge 1995). Past research has shown that trust develops in virtual teams through both situational cues (Dibben 2000) and with increased familiarity between team members (Lewicki and Bunker 1995; Panteli 2004). For example, trust can develop through the self-disclosure of personal information (Rempel et al. 1985), and interpersonal relationships deepen as this disclosure becomes more intimate and more reciprocal (Clark and Reis 1988).

The difficulty of building trust in virtual settings is particularly salient for group creativity. Research on group creativity in face-to-face settings has shown that the creative process is negatively affected by a number of social factors (Diehl and Stroebe 1987), including evaluation apprehension, where individuals hold back contributions for fear that others may negatively evaluate them (Camacho and Paulus 1995; Rietzschel et al. 2006). The development of trusting relationships between group members can be seen to reverse these negative effects, as individuals are more likely to share creative ideas (Han et al. 2017). Socialization processes shape group creativity in a number of ways through motivational, social, and cognitive factors (Paulus and Brown 2007). First, as individuals share ideas within the group, they cognitively stimulate the group by triggering associations in the minds of others (Dugosh et al. 2000; Paulus 2000). Second, interactions within the group facilitate the exchanges of ideas and flow of conversation, as individuals build on the contributions of other members (van Oortmerssen et al. 2015). Third, as individuals engage further in the activity of the group, they become increasingly motivated to both listen to others and to share ideas with them (Paulus and Brown 2007). In summary, socialization processes are fundamental to group creativity and influence the development of trust through familiarization.

### 2.1 | Creative Fluency in Virtual Versus Face-To-Face Groups

Prior research has shown that social interactions are more constrained in virtual relative to face-to-face teams, and these effects are even more pronounced in newly formed groups (De Guinea et al. 2012; Mesmer-Magnus et al. 2011). Patterns of interaction form soon after the creation of the group (Gersick 1988), acting to coordinate the actions and contributions of team members, as each takes their turn in interactions (Gittell 2002). However, these interactions differ between face-to-face and virtual settings. To begin with, individuals may be distracted in video-based group interactions, negatively impacting conversation flow and creative fluency (Ansah et al. 2022). Research has also shown that participants are more absorbed in the group activity in face-to-face relative to videoconferencing settings, positively impacting creative fluency (Macchi and De Pisapia 2024). Furthermore, a deficiency of social cues in less media-rich virtual settings, such as facial expressions or voice intonation, can result in misunderstandings between individuals (Daft and Lengel 1986). A lack of such cues can lead to individuals not feeling socially connected with others (Curşeu et al. 2008; Reiter-Palmon
et al. 2021), and this can limit communication (De Guinea
et al. 2012) and the exchange of ideas within the group (De
Dreu et al. 2011; Hogg and Reid 2006). Finally, and as a re-
sult of constrained social interactions and a lack of social
cues, trust can be more difficult to establish within virtual
groups (Breuer et al. 2016; De Guinea et al. 2012; Frey and
Lüthje 2011; Reiter-Palmon et al. 2021), and thus social inhib-
itory factors such as evaluation apprehension might dominate
interactions. Thus, one would expect social interactions to be
less constrained in face-to-face relative to virtual settings, re-
sulting in higher creative fluency within the group. Therefore,

**Hypothesis 1a.** *Face-to-face groups generate more ideas than virtual groups.*

Over time, as individuals begin to socialize with each other, they are better able to anticipate and predict each other's behavior (Okhuysen and Bechky 2009; Rockett and Okhuysen 2002). Increased familiarization leads to the development of team-specific roles, as each member learns who knows what within the group (Reagans et al. 2005). This growing organization within the group through the emergence of roles can counteract more individualistic behaviors such as production blocking, where a member of the group dominates the conversation, preventing others from speaking (Nijstad et al. 2002; Rietzschel et al. 2006). Instead, the creation of team roles results in a more organized exchange of ideas between individuals, which can facilitate the interaction flow (Harvey 2013; van Oortmerssen et al. 2015). Individuals thus add to the ideas of others through their interactions, leading to a snowballing of idea generation (Paulus and Brown 2007). Furthermore, as individuals become more familiar with each other, they are more likely to listen to others and share ideas with them (Paulus and Brown 2007), further contributing to the collective effort of generating ideas. Stepping away and reflecting in this way can ensure that individuals more fully connect with the ideas generated by others (Paulus and Brown 2007). In summary, as group members become more familiar with each other over time, patterns of interaction emerge within the group (Lei et al. 2016; Stachowski and Kaplan 2009; Zijlstra et al. 2012), resulting in a more organized and measured exchange of ideas, but potentially decreased creative fluency. Given the more constrained social interactions in virtual settings, as noted above, one would expect that the impact of this process of familiarization on creative fluency is less pronounced in virtual relative to face-to-face settings. Therefore,

**Hypothesis 1b.** *The difference in the number of ideas generated between face-to-face groups relative to virtual groups is lower after an icebreaker activity.*

## 2.2 | Creative Originality in Virtual Versus Face-To-Face Groups

The suppression of social interactions in virtual relative to face-
to-face settings may not be detrimental to the creative process
when one considers the originality of ideas generated. Prior
research on electronic brainstorming (EBS) has found that vir-
tual teams outperform face-to-face groups in terms of creative
quality (DeRosa et al. 2007). It is argued that the anonymity in

EBS is seen to counteract the effects of evaluation apprehension (Camacho and Paulus 1995; Pissarra and Jesuino 2005). In addition, the use of text boxes in EBS allows ideas to be stored, increasing opportunities for connections to be made and potentially overcoming the negative effects of production blocking (Chang 2011; DeRosa et al. 2007; Michinov et al. 2015). Whilst anonymity is not preserved in video-based virtual teams, impaired communication relative to face-to-face groups may nonetheless have the same positive impact on group creativity (Grözinger et al. 2020). By feeling less pressured to conform, individuals are allowed to more freely express their ideas and are less likely to feel embarrassed (Baltes et al. 2002; Curşeu et al. 2008; Thompson 2021). Furthermore, as talking over others is also more difficult in video-based settings, individuals are forced to listen to the contributions of others (Thompson 2021), positively impacting idea generation (Redlbacher and Hattke 2024).

Therefore, even though virtual settings have disadvantages
relative to face-to-face teams, such as the risk of miscommuni-
cation and lack of nonverbal cues, they may result in improve-
ments in creative quality. Fosslien and Duffy (2020) found that
less rich media is more effective for the generation of ideas,
with text-based media even outperforming video-based media.
This setting could provide individuals with the time and space
to consider and reflect on the information shared by their
team members (Mesmer-Magnus et al. 2011). Furthermore,
by using additional chat features, individuals can support and
supplement conversation in ways not possible in face-to-face
interactions¹, such as adding comments or images in the chat
(Mesmer-Magnus et al. 2011). Allowing written chat alongside
verbal communication can therefore positively impact idea gen-
eration (Standaert et al. 2021). In addition, these commentar-
ies can act as a record or log of the discussions as they unfold
(DeRosa et al. 2007), and individuals can add to ideas in ways
not necessarily dictated by the flow of conversation, being less
inhibited by social norms and group conformity. Therefore,

**Hypothesis 2a.** *Face-to-face groups generate ideas which are less original in quality than virtual groups.*

Individuals generate ideas by making novel associations be-
tween different concepts, and interactions within groups can
trigger associations between individuals that would not have
occurred if those individuals were isolated (Paulus 2000; Paulus
and Brown 2007). As group members familiarize themselves
with each other, patterns of interaction emerge, increasing
the co-construction of ideas, as noted above (van Oortmerssen
et al. 2015). As a result, this increase in interaction flow enables
individuals to build on the ideas of others, facilitating the process
through which associations are made (Harvey 2013). Therefore,
one might argue that as the group becomes more organized over
time through familiarization, face-to-face groups would outper-
form virtual groups, generating more original ideas. So whilst
one would expect virtual groups to generate ideas that are more
original than face-to-face groups, this difference would become
less pronounced with familiarization. In summary, the follow-
ing hypothesis is proposed:

**Hypothesis 2b.** *The difference in the originality of ideas generated between face-to-face groups relative to virtual groups is lower after an icebreaker activity.*
## 2.3 | Idea Selection in Virtual Versus Face-To-Face Groups

The evaluation and selection of ideas is also shaped by social factors (Ritter et al. 2020), and constrained social interactions in virtual settings may have a positive effect on this process. Social interactions facilitate the convergence of individual views, as a consensus of opinion emerges (Janis 1972; Van de Ven 1986). As noted above, in video-based settings individuals are more likely to be distracted (Ansah et al. 2022), to be less connected/engaged in the group (Curşeu et al. 2008; Macchi and De Pisapia 2024; Reiter-Palmon et al. 2021), and to misunderstand others due to a lack of social cues (Daft and Lengel 1986). This can limit communication (De Guinea et al. 2012) and the exchange of ideas within the group (De Dreu et al. 2011; Hogg and Reid 2006). Virtual groups take longer to make decisions because members are less able to anticipate each other's reactions or make inferences about their knowledge (Hollingshead and McGrath 1995). Virtual groups are also less affected by group norms and are even more likely to experience conflict than face-to-face groups (De Guinea et al. 2012). By feeling less pressured to conform, individuals are more likely to differ in their opinions, which can have a positive impact on the evaluation of ideas. Therefore,

**Hypothesis 3a.** Face-to-face groups select ideas which are less original in quality than virtual groups.

As team members become more familiar with each other over time, a consensus of opinion can develop within the group. Such a convergence in opinion may lead to group members avoiding conflict when evaluating ideas generated by others in the group (Putman and Paulus 2009; Stasser and Birchmeier 2003). Familiarization may also lead to the emergence of roles within the group, which can further promote convergent thinking and suppress divergence in opinion (Nemeth and Ormiston 2007). As a result, the behaviors of individuals can converge over time, engaging less in discussing and critically evaluating ideas generated (Katz 1982). As a result of these factors, groups are less critical in the evaluation and selection of ideas as they become more familiar with each other, instead selecting ideas which reflect the shared views of the group as opposed to more divergent ideas (Blair and Mumford 2007; Stasser et al. 2000; Stewart and Stasser 1995). In prior studies of face-to-face groups, it was seen that ideas which agree with the norms of the group are evaluated as creative when the social identity of members is more salient than individual identity (Adarves-Yorno et al. 2006). Groups therefore risk selecting ideas prematurely when they are too cohesive or consensus-driven (Paulus 1998), as group members restrain from expressing differences in opinion (Nijstad and Paulus 2003), or attending to all possible alternatives (Stasser 1999). The lower levels of familiarization which occur in virtual settings may therefore further impair the emergence of conformity and consensus within the group and have a positive effect on the quality of the evaluation and selection processes. In summary:

**Hypothesis 3b.** The difference in the originality of ideas selected between face-to-face groups relative to virtual groups is greater after an icebreaker activity.

## 3 | The Present Study

In this study, the creative performance of groups in face-to-face versus virtual environments was compared. Microsoft Teams was chosen as the virtual environment given the richness of the media and its widespread use in organizational and educational settings globally. Microsoft Teams enables multiple, simultaneous methods of communication, including comments in text form or sharing of information via graphics (Reiter-Palmon et al. 2021). All groups completed two tests for creative or divergent thinking, the Unusual Uses Task (UUT). In the UUT, participants are given a set time within which to generate as many ideas as possible for a common everyday object, such as a coat hanger (Baird et al. 2012). The creative process is measured in terms of the number of ideas generated, the originality of those ideas generated, and the ideas selected. Each group completed two UUTs, interposed with an icebreaker activity designed to stimulate familiarity between group members within the two different settings (i.e., face-to-face and virtual environments).

## 4 | Method

### 4.1 | Participants

A total of two hundred and sixteen business and management students completed this study, aged between 19 and 21 years old (mean 20.24; SD, 1.40). 100 participants were female. All participants were informed of the nature of the research before consenting to take part, in accordance with the institution's ethics policy. The participants completed the task as partial fulfillment of a course requirement and were randomly split into 54 groups, each of which comprised four individuals.

### 4.2 | Process

These groups were in turn randomly assigned to either face-to-face or virtual settings. The tasks were completed as follows.

#### 4.2.1 | First UUT

The UUT was completed differently to suit face-to-face and virtual settings. In the face-to-face setting, each group sat together around a table and was given one sheet of A4 paper to note down ideas generated. Group members were invited to generate through verbal discussions as many uses as possible for a given object and were assigned one of three everyday objects: a metal coat hanger, a white paper cup, or a blank A4 sheet of paper. For the 27 face-to-face groups, 9 groups used the coat hanger, 9 groups used the paper cup, and 9 groups used the paper sheet. Each group was given 10 min for this task. During this period, the facilitator left the group alone. On completion of this task, each group was asked to verbally discuss the ideas, reach a consensus, and select their best idea. Groups were allowed up to 5 min to complete this selection process. The completed list of ideas generated was then given back to the study facilitator. In the virtual setting, the four individuals in each group completed the task remotely in Microsoft Teams, dialing in from quiet locations at a set time. Again, the three items were
equally distributed to the 27 virtual groups: 9 groups used the coat hanger, 9 groups used the paper cup, and 9 groups used the paper sheet. At the beginning of the session, participants were asked to switch on their cameras and microphones. Group members were then invited to generate as many ideas as possible through verbal discussions for one of the same three commonly used objects over a 10 min period. Groups were instructed to also use the Teams chat to write ideas generated. During this period, the facilitator left the Teams chat. Following this generation phase, the facilitator returned, and groups were again instructed to verbally discuss the ideas, reach a consensus and select their best idea, and note the selection in the Teams chat.

### 4.2.2 | Familiarization Activity

After groups completed the first UUT, they completed an ice-breaker activity designed to increase levels of familiarity within the group. This task lasted 5 min, and individuals were invited to “get to know each other” by each describing the best movie they had seen in the previous year. The purpose of this task was to prompt group members to disclose personal preferences. The sharing of personal information, such as the favorite movie or book exercise, is a commonly used icebreaker in educational settings, introduced at the beginning of programs of study to encourage teamwork, break down barriers and build trust within the group (Fisher and Tucker 2004; Murray 2000). All members of the group were asked to contribute to this activity over the 5 min, thereby ensuring that conversations were not dominated by any one individual.

### 4.2.3 | Second UUT

Following this activity, all groups completed a second UUT, similar to the first task. In other words, they were asked to generate as many ideas as possible for the same object as the first task. In this second task, however, they were asked to note down only those ideas that were different from the first list generated.

## 4.3 | Independent Variables

### 4.3.1 | Setting

The group setting is the between-subject variable, and as noted above, 27 groups completed the experiment in a face-to-face setting, with a further 27 groups completing the tasks in virtual settings.

### 4.3.2 | Familiarization

The within-subject independent variable is familiarization, with the first UUT completed pre-familiarization and the second UUT completed post-familiarization.

## 4.4 | Dependent Variables

### 4.4.1 | The Creative Fluency of the Group

Following prior research (e.g., Paulus 2000), the fluency of the group creative process was calculated as the total number of nonredundant ideas generated in each of the UUTs (Paulus 2000).

### 4.4.2 | The Frequency of Ideas Generated

The frequency of each idea generated was determined on the basis of its occurrence within the larger pool of ideas generated. First the ideas generated across all the studied groups were collated in an excel file. These ideas were grouped together around similar concepts. For example, “hanging clothes”, “hanging jacket”, and “hanging up clothes” were grouped together as a “hanging clothes” theme. The frequency of each idea was then calculated as the number of times that idea occurred in this collated list of all ideas generated (Dennis et al. 1997). Table 1 shows the ten most frequent ideas generated for each object,

<table><caption>TABLE 1 | The most common ideas generated in the UUTs.</caption><thead><tr><th colspan="2">Paper sheet</th><th colspan="2">Paper cup</th><th colspan="2">Metal coat hanger</th></tr><tr><th>Idea</th><th>Freq</th><th>Idea</th><th>Freq</th><th>Idea</th><th>Freq</th></tr></thead><tbody><tr><td>Notepad</td><td>17</td><td>Drinking games</td><td>16</td><td>Pick a lock</td><td>11</td></tr><tr><td>Toilet paper</td><td>14</td><td>Container</td><td>10</td><td>Hanging clothes</td><td>10</td></tr><tr><td>Poster</td><td>13</td><td>To use as a stencil</td><td>8</td><td>Pick things up with hook</td><td>9</td></tr><tr><td>Art</td><td>11</td><td>To eat things out of it</td><td>7</td><td>Melt into scrap metal</td><td>8</td></tr><tr><td>Origami</td><td>10</td><td>String phone</td><td>7</td><td>Spear</td><td>8</td></tr><tr><td>Decoration</td><td>9</td><td>Decorating</td><td>6</td><td>Hang plant pots</td><td>6</td></tr><tr><td>Clothes</td><td>9</td><td>Flower pot</td><td>6</td><td>Kebab skewer</td><td>6</td></tr><tr><td>Burn it</td><td>8</td><td>Party hat</td><td>6</td><td>Antenna</td><td>5</td></tr><tr><td>Recycle it</td><td>8</td><td>Megaphone</td><td>6</td><td>Sculpting into art work</td><td>5</td></tr><tr><td>Wrapping paper</td><td>8</td><td>Children's toy</td><td>5</td><td>Bow and arrow</td><td>5</td></tr></tbody></table>
together with the frequency of occurrence. The more frequent an idea is within the pool of ideas, then the lower its originality.

For instance, the idea “pick a lock” was seen 11 times in the UUTs where a coat hanger was the given object. Clearly the larger this number, then the less original the idea, and vice versa. Using this method, a frequency score was given for each idea generated, and an average frequency score was calculated for each UUT completed.

### 4.4.3 | The Frequency of Ideas Selected

Using these scores, the frequency of ideas selected at the end of each UUT was also calculated (Rietzschel et al. 2010).

## 5 | Results

### 5.1 | The Creative Fluency of the Group

To investigate hypotheses 1a and 1b, a 2×2 mixed ANOVA design was used. The first factor was the within-subjects factor of familiarization, with two levels, pre- and post-familiarization. The second factor was the between-subjects factor of setting (i.e., face-to-face and virtual). The dependent variable was creativity fluency.

The main effect of setting was significant: $F(1, 52)=28.02, p<0.001$, partial $\eta_p^2=0.350$ (see Table 2). In the first UUT, the face-to-face groups generated a mean of 22.96 ideas versus 13.96 for the virtual groups. In the second UUT, the face-to-face groups generated a mean of 19.41 ideas versus 7.89 for the virtual groups. Therefore, hypothesis 1a is supported (see Table 2).

The setting by familiarization interaction was not significant: $F(1, 52)=1.51, p=0.225$, partial $\eta_p^2=0.028$, and therefore hypothesis 1b is not supported.

The main effect of familiarization was also significant: $F(1, 52)=22.03, p<0.001$, partial $\eta_p^2=0.298$. In the face-to-face setting, groups generated a mean of 19.41 ideas in the second UUT compared to a mean of 22.96 in the first UUT. In the virtual setting, groups generated a mean of 7.89 ideas in the second UUT compared to a mean of 13.96 in the first UUT. In summary, all groups generated fewer ideas after familiarization, regardless of the setting.

### 5.2 | The Frequency of Ideas Generated

To investigate hypotheses 2a and 2b, a 2×2 mixed ANOVA design was used. The first factor was the within-subjects factor of familiarization, with two levels, pre- and post-familiarization. The second factor was the between-subjects factor of setting (i.e., face-to-face and virtual). The dependent variable was the frequency of ideas generated. The greater the frequency, the lower the originality of ideas.

The main effect of setting was not significant: $F(1, 52)=0.947, p=0.335$, partial $\eta_p^2=0.018$ (see Table 3). In the first task, the

<table><caption>TABLE 2 | The 2×2 mixed ANOVA analysis of creative fluency comparing virtual/face-to-face groups and pre-/post-familiarization.</caption><thead><tr><th rowspan="2"></th><th colspan="2">Face-to-face N=27</th><th colspan="2">Virtual N=27</th><th colspan="2">Setting</th><th colspan="2">Familiarization</th><th colspan="2">Familiarization × setting</th></tr><tr><th>Pre-familiar<br>M (SD)</th><th>Post-familiar<br>M (SD)</th><th>Pre-familiar<br>M (SD)</th><th>Post-familiar<br>M (SD)</th><th>F</th><th>p</th><th>F</th><th>p</th><th>F</th><th>p</th><th>η<sup>2</sup><sub>p</sub></th></tr></thead><tbody><tr><td>Creative<br>fluency</td><td>22.96 (9.59)</td><td>19.41 (8.95)</td><td>13.96 (7.82)</td><td>7.89 (5.12)</td><td>22.03</td><td>&lt;0.001</td><td>28.02</td><td>&lt;0.001</td><td>42.82</td><td>1.51</td><td>0.028</td></tr></tbody></table>
<table><caption>TABLE 3 | The 2×2 mixed ANOVA analysis of frequency of ideas generated comparing virtual/face-to-face groups and pre-/post-familiarization.</caption><thead><tr><th rowspan="2"></th><th colspan="2">Face-to-face N=27</th><th colspan="2">Virtual N=27</th><th colspan="2">Familiarization</th><th colspan="2">Setting</th><th colspan="2">Familiarization × setting</th></tr><tr><th>Pre-familiar M (SD)</th><th>Post-familiar M (SD)</th><th>Pre-familiar M (SD)</th><th>Post-familiar M (SD)</th><th>F</th><th>p</th><th>F</th><th>p</th><th>F</th><th>p</th><th>η<sup>2</sup><sub>p</sub></th></tr></thead><tbody><tr><td>Frequency of ideas generated</td><td>4.64 (1.45)</td><td>2.83 (1.12)</td><td>4.87 (2.25)</td><td>3.12 (2.09)</td><td>42.08</td><td>&lt;0.001</td><td>0.947</td><td>0.335</td><td>0.489</td><td>0.487</td><td>0.009</td></tr></tbody></table>

mean frequency of ideas generated by face-to-face groups was 4.64 compared to 4.87 for the virtual groups. This tendency was also seen in the second UUT, with face-to-face groups generating ideas with a mean originality of 2.83 versus 3.12 for the virtual groups. However, in both cases, the results are not significant and therefore, hypothesis 2a is not supported (see Table 3).

The familiarization by setting interaction was not significant: $F(1, 52)=0.489, p=0.487$, partial $\eta^2_p=0.009$, and therefore hypothesis 2b is not supported.

The main effect of familiarization was significant: $F(1, 52)=42.08, p<0.001$, partial $\eta^2_p=0.447$. The mean frequency of ideas generated by face-to-face groups was 4.64 in the first UUT, compared to 2.83 in the second UUT. In the virtual setting, the mean frequency of ideas generated decreased from 4.87 in the first UUT to a mean of 3.12 in the second UUT. In summary, all groups generated ideas that were more original (i.e., lower frequency) after familiarization, regardless of the setting.

## 5.3 | The Frequency of Ideas Selected

To investigate hypotheses 2a and 2b, a 2×2 mixed ANOVA design was used. The first factor was the within-subjects factor of familiarization, with two levels, pre- and post-familiarization. The second factor was the between-subjects factor of setting (i.e., face-to-face and virtual). The dependent variable was the frequency of ideas selected. The greater the frequency, the lower the originality of ideas.

The main effect of setting was not significant: $F(1, 52)=1.13, p=0.293$, partial $\eta^2_p=0.021$ (see Table 4). In this first task, the mean frequency of ideas selected by face-to-face groups was 6.74 compared to 6.44 for the virtual groups. This effect was reversed in the second UUT, with face-to-face groups selecting ideas with a mean frequency score of 2.56 versus 4.74 for the virtual groups. However, here the virtual groups selected ideas which were of poorer quality (i.e., higher frequency score). Therefore, hypothesis 3a is not supported.

The familiarization by setting interaction was not significant: $F(1, 52)=2.33, p=0.133$, partial $\eta^2_p=0.043$, and therefore hypothesis 3b is not supported.

The main effect of familiarization was significant: $F(1, 52)=13.15, p<0.001$, partial $\eta^2_p=0.202$. The mean frequency of ideas selected by face-to-face groups was 6.74 in the first UUT, compared to 2.56 in the second UUT. In the virtual setting, the mean frequency of ideas selected decreased from 6.44 in the

first UUT to a mean of 4.74 in the second UUT. In summary, all groups selected ideas that were more original (i.e., lower frequency) after familiarization, regardless of the setting.

# 6 | Discussion

It is seen above that the creative fluency of groups is significantly lower in virtual compared to face-to-face environments. However, the originality of ideas generated and selected within groups did not differ between face-to-face and virtual settings. In summary, newly formed groups working in virtual settings are less creatively productive than groups working in face-to-face settings, pointing to the difficulties associated with social interactions between team members in virtual settings (Han et al. 2017; Nemiro 2002; Panteli 2004). Focusing on creativity within groups, it shows how these difficulties translate into lower levels of creative fluency. This finding supports recent research which showed that pairs of individuals working in virtual settings generate fewer ideas, compared to those working face-to-face (Brucks and Levav 2022). However, whilst Brucks and Levav (2022) found that virtual groups also generate less creative ideas, no significant difference between virtual and face-to-face settings was found in this study. Increasing the degree of communication and collaboration within groups can improve creative performance (Drach-Zahavy and Somech 2001; Hülsheger et al. 2009; Lovelace et al. 2001). However, in virtual settings, prior research has shown that interactions and communications are constrained relative to face-to-face settings (Abi Saad and Agogué 2023). A deficiency of social cues in such virtual settings can lead to individuals not feeling socially connected with others (Curşeu et al. 2008; Reiter-Palmon et al. 2021), which can limit communication (De Guinea et al. 2012) and the exchange of ideas within the group (De Dreu et al. 2011; Hogg and Reid 2006).

Past research has found that the deficiency of nonverbal cues in virtual environments reduces the capacity for individuals to transmit and receive interpersonal impressions (Short et al. 1976). Nonverbal cues can include voice quality, vocal inflections, physical appearance, bodily movements, and facial expressions, which are constrained and distorted in virtual settings. These nonverbal cues are important to confirm or disconfirm agreement between individuals (Cissna and Sieburg 1981), for example, following the sharing of a creative idea. Importantly, these cues have an immediacy effect in face-to-face interactions, as individuals dynamically alter their physical proximity, smile, make eye contact, and change body orientation (Walther et al. 2005; Short et al. 1976). For instance, gaze is important in face-to-face communication for indicating
<table><caption>TABLE 4 | The 2×2 Mixed ANOVA analysis of frequency of ideas selected comparing virtual/face-to-face groups and pre-/post-familiarization.</caption><thead><tr><th rowspan="3"></th><th colspan="2">Face-to-face N=27</th><th colspan="2">Virtual N=27</th><th colspan="2">Familiarization</th><th colspan="2">Setting</th><th colspan="2">Familiarization × setting</th></tr><tr><th rowspan="2">Pre-familiar<br>M (SD)</th><th rowspan="2">Post-familiar<br>M (SD)</th><th rowspan="2">Pre-familiar<br>M (SD)</th><th rowspan="2">Post-familiar<br>M (SD)</th><th rowspan="2">F</th><th rowspan="2">p</th><th rowspan="2">F</th><th rowspan="2">p</th><th rowspan="2">F</th><th rowspan="2">p</th><th rowspan="2">γ<sup>2</sup><sub>p</sub></th></tr><tr></tr></thead><tbody><tr><td>Frequency of ideas<br>selected</td><td>6.74 (5.14)</td><td>2.56 (1.87)</td><td>6.44 (5.30)</td><td>4.74 (4.50)</td><td>13.15</td><td>&lt;0.001</td><td>1.13</td><td>0.293</td><td>2.33</td><td>0.133</td><td>0.043</td></tr></tbody></table>

turn-taking, and projecting a sense of intimacy between individuals (Argyle and Cook 1976; Degutyte and Astell 2021). These nonverbal cues are more constrained in virtual settings. Therefore, when an individual shares an idea, or shares a preference for a particular movie say, they expect immediate non-verbal confirmatory responses from others including head nods, smiles and eye contact. Verbal responses (e.g., “yes, I agree”) might partially replace nonverbal cues to some extent (Walther et al. 2005), but nonverbal cues can be absent or even distorted in virtual environments. If the transmission or interpretation of cues is distorted in this way, the effect can be worse than sending no visual cue at all (Mukawa et al. 2005).

## 6.1 | Increasing Familiarization and Creative Performance

The findings of this study also show a significant change in creative performance before and after the familiarization task, regardless of the setting. While creative fluency decreased over time, the originality of ideas generated and selected increased. Increasing the familiarity of team members can lead to the development of roles within the group (Reagans et al. 2005), resulting in a more organized exchange of ideas between individuals (Harvey 2013; van Oortmerssen et al. 2015). As individuals become more familiar with each other, they are more likely to listen to others, share ideas with them, and so more fully connect with the ideas generated by others (Paulus and Brown 2007). Furthermore, these interactions can trigger associations between individuals (Paulus 2000; Paulus and Brown 2007) increasing the co-construction of ideas (van Oortmerssen et al. 2015). So with increased familiarization, the creative fluency of the groups decreased, while the originality of ideas generated increased. However, there was no significant difference in this effect between virtual and face-to-face settings, as the interaction effect between familiarization and setting was not significant for any of the measures.

Increasing the familiarity between group members can build interpersonal trust (Lewicki and Bunker 1995; Panteli 2004), for example through the self-disclosure of personal information (Clark and Reis 1988; Rempel et al. 1985). Building interpersonal trust and familiarity may even counteract some of the negative effects of evaluation apprehension (Camacho and Paulus 1995; Rietzschel et al. 2006), with individuals more likely to share creative ideas (Han et al. 2017), listen to the contributions of others (Paulus and Brown 2007), and thus further contribute to the collective effort of generating ideas. The findings above confirm this positive impact on familiarity on creative performance regardless of the setting.

## 6.2 | Implications for Practice

Research has shown that the interaction environment of virtual settings allows individuals the time and space to consider and reflect on information shared by team members (Mesmer-Magnus et al. 2011), improving group creative performance by impairing communication (Grözinger et al. 2020). In other words, by feeling less pressured to conform, individuals are allowed to more freely express their ideas and are less likely to feel embarrassed
(Baltes et al. 2002; Curşeu et al. 2008). Indeed, prior research on EBS has found that virtual teams outperform face-to-face groups in terms of creative quality (DeRosa et al. 2007), pointing to the potential role played by anonymity in counteracting the effects of evaluation apprehension (Pissarra and Jesuino 2005). However, the findings above stress instead the importance of social interactions, even in virtual settings. Social cues are vital in the beginnings of group formation as they aid emergent understandings (Daft and Lengel 1986) and help individuals feel socially connected with others (Curşeu et al. 2008; Reiter-Palmon et al. 2021).

When considering hybrid teams that interact in both face-to-face and virtual settings, it is therefore recommended that initial interactions occur face-to-face, in order to develop familiarity and interpersonal trust (Hadjielias et al. 2021; Handy 1995). This gives team members the opportunity to feel socially connected (Curşeu et al. 2008; Reiter-Palmon et al. 2021), and build trust with other members of their team (Breuer et al. 2016; De Guinea et al. 2012; Frey and Lüthje 2011; Reiter-Palmon et al. 2021). After all, patterns of interaction emerge quickly following group formation, and these can have a long-lasting impact on the behavior of the group (Gersick 1988). As team members become more familiar with each other, interactions can become increasingly virtual over time (Coenen and Kok 2014).

## 6.3 | Limitations and Future Research

A number of limitations should be noted with the current study. First, the experiments were limited in duration and focused on the context of educational settings, which limits the generalizability of the findings. Future research should therefore explore the impact of virtual settings in other contexts, such as organizational teams in different industries, and over longer periods of time. Second, and given that the experiments were carried out at the beginning of the students' program of study, it was assumed that they had not worked together previously in group settings, and a key limitation of the study is that a manipulation check was not carried out to confirm the prior relationship between group members.

Recent research comparing the creative performance of pairs of individuals between face-to-face and virtual settings showed that virtual teams underperform relative to face-to-face pairs in terms of creative fluency and idea quality, but select better quality ideas (Brucks and Levav 2022). In the latter study, it was seen that participants in virtual settings narrowed their field of vision onto the computer screen, filtering out peripheral visual stimuli, and also constraining the associative processes underlying idea generation (Brucks and Levav 2022; Rietzschel et al. 2006). The findings above highlight the additional role played by familiarization processes in virtual groups, and exploring further the impact this has on group creativity is an important avenue for future research.

Whilst this study was designed to initiate and compare familiarization processes within groups, additional measures designed to capture the richness of social interactions should be included in future investigations, including physical proximity, visual cues, smiles, eye contact, body orientation, and trust (Mukawa

et al. 2005; Reiter-Palmon et al. 2021; Short et al. 1976; Walther et al. 2005). Further research might also explore the emergence of interaction patterns within face-to-face and virtual group settings (van Oortmerssen et al. 2015), which can be captured through discourse analysis on group interactions. In this way, the mediating effect of patterns of interaction on the relationship between familiarity and creative performance can be explored. Finally, this study used Microsoft Teams as the virtual platform, and future research should explore the impact of different types of virtual settings and the richness of media and communications (Grözinger et al. 2020) on the group creative process.

## 7 | Conclusion

This paper set out to explore the differences in creative performance of groups between virtual and face-to-face environments, and it was seen that the creative fluency of groups was significantly lower in virtual compared to face-to-face settings. Constraining the fluency of the creative process in groups, virtual interactions therefore result in a less rich peer discussion with negative consequences for the development of interpersonal familiarity, potentially exacerbating the inhibiting effects of evaluation apprehension.

### Ethics Statement

Informed consent was approved from participants in accordance with the institutional ethics approval process.

### Conflicts of Interest

The author declares no conflicts of interest.

### Data Availability Statement

Data is available from the author upon request.

### Endnotes

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