A review of immersive virtual reality serious games to enhance learning and training

The merger of game-based approaches and Virtual Reality (VR) environments that can enhance learning and training methodologies have a very promising future, reinforced by the widespread market-availability of affordable software and hardware tools for VR-environments. Rather than passive observers,...

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Detalles Bibliográficos
Autores: Checa Cruz, David, Bustillo Iglesias, Andrés
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2019
País:España
Institución:Universidad de Burgos (UBU)
Repositorio:Repositorio Institucional de la Universidad de Burgos (RIUBU)
OAI Identifier:oai:riubu.ubu.es:10259/8341
Acceso en línea:http://hdl.handle.net/10259/8341
Access Level:acceso abierto
Palabra clave:Virtual reality
Learning
Systematic literature review
Serious games
Evaluation
Informática
Educación
Videojuegos
Tecnología
Computer science
Education
Video games
Technology
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spelling A review of immersive virtual reality serious games to enhance learning and trainingCheca Cruz, DavidBustillo Iglesias, AndrésVirtual realityLearningSystematic literature reviewSerious gamesEvaluationInformáticaEducaciónVideojuegosTecnologíaComputer scienceEducationVideo gamesTechnologyThe merger of game-based approaches and Virtual Reality (VR) environments that can enhance learning and training methodologies have a very promising future, reinforced by the widespread market-availability of affordable software and hardware tools for VR-environments. Rather than passive observers, users engage in those learning environments as active participants, permitting the development of exploration-based learning paradigms. There are separate reviews of VR technologies and serious games for educational and training purposes with a focus on only one knowledge area. However, this review covers 135 proposals for serious games in immersive VR-environments that are combinations of both VR and serious games and that offer end-user validation. First, an analysis of the forum, nationality, and date of publication of the articles is conducted. Then, the application domains, the target audience, the design of the game and its technological implementation, the performance evaluation procedure, and the results are analyzed. The aim here is to identify the factual standards of the proposed solutions and the differences between training and learning applications. Finally, the study lays the basis for future research lines that will develop serious games in immersive VRenvironments, providing recommendations for the improvement of these tools and their successful application for the enhancement of both learning and training tasks.This investigation was partially supported by the GruaRV project (Reference Number INVESTUN/18/0002) of the Consejeria de Empleo of the Junta de Castilla y León (Spain).Springer Nature202420242019info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://hdl.handle.net/10259/8341reponame:Repositorio Institucional de la Universidad de Burgos (RIUBU)instname:Universidad de Burgos (UBU)InglésMultimedia Tools and Applications. 2019, V. 79, n. 9-10, p. 5501-5527https://doi.org/10.1007/s11042-019-08348-9Atribución 4.0 Internacionalhttp://creativecommons.org/licenses/by/4.0/info:eu-repo/semantics/openAccessoai:riubu.ubu.es:10259/83412026-05-28T07:56:11Z
dc.title.none.fl_str_mv A review of immersive virtual reality serious games to enhance learning and training
title A review of immersive virtual reality serious games to enhance learning and training
spellingShingle A review of immersive virtual reality serious games to enhance learning and training
Checa Cruz, David
Virtual reality
Learning
Systematic literature review
Serious games
Evaluation
Informática
Educación
Videojuegos
Tecnología
Computer science
Education
Video games
Technology
title_short A review of immersive virtual reality serious games to enhance learning and training
title_full A review of immersive virtual reality serious games to enhance learning and training
title_fullStr A review of immersive virtual reality serious games to enhance learning and training
title_full_unstemmed A review of immersive virtual reality serious games to enhance learning and training
title_sort A review of immersive virtual reality serious games to enhance learning and training
dc.creator.none.fl_str_mv Checa Cruz, David
Bustillo Iglesias, Andrés
author Checa Cruz, David
author_facet Checa Cruz, David
Bustillo Iglesias, Andrés
author_role author
author2 Bustillo Iglesias, Andrés
author2_role author
dc.subject.none.fl_str_mv Virtual reality
Learning
Systematic literature review
Serious games
Evaluation
Informática
Educación
Videojuegos
Tecnología
Computer science
Education
Video games
Technology
topic Virtual reality
Learning
Systematic literature review
Serious games
Evaluation
Informática
Educación
Videojuegos
Tecnología
Computer science
Education
Video games
Technology
description The merger of game-based approaches and Virtual Reality (VR) environments that can enhance learning and training methodologies have a very promising future, reinforced by the widespread market-availability of affordable software and hardware tools for VR-environments. Rather than passive observers, users engage in those learning environments as active participants, permitting the development of exploration-based learning paradigms. There are separate reviews of VR technologies and serious games for educational and training purposes with a focus on only one knowledge area. However, this review covers 135 proposals for serious games in immersive VR-environments that are combinations of both VR and serious games and that offer end-user validation. First, an analysis of the forum, nationality, and date of publication of the articles is conducted. Then, the application domains, the target audience, the design of the game and its technological implementation, the performance evaluation procedure, and the results are analyzed. The aim here is to identify the factual standards of the proposed solutions and the differences between training and learning applications. Finally, the study lays the basis for future research lines that will develop serious games in immersive VRenvironments, providing recommendations for the improvement of these tools and their successful application for the enhancement of both learning and training tasks.
publishDate 2019
dc.date.none.fl_str_mv 2019
2024
2024
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.none.fl_str_mv http://hdl.handle.net/10259/8341
url http://hdl.handle.net/10259/8341
dc.language.none.fl_str_mv Inglés
language_invalid_str_mv Inglés
dc.relation.none.fl_str_mv Multimedia Tools and Applications. 2019, V. 79, n. 9-10, p. 5501-5527
https://doi.org/10.1007/s11042-019-08348-9
dc.rights.none.fl_str_mv Atribución 4.0 Internacional
http://creativecommons.org/licenses/by/4.0/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Atribución 4.0 Internacional
http://creativecommons.org/licenses/by/4.0/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Springer Nature
publisher.none.fl_str_mv Springer Nature
dc.source.none.fl_str_mv reponame:Repositorio Institucional de la Universidad de Burgos (RIUBU)
instname:Universidad de Burgos (UBU)
instname_str Universidad de Burgos (UBU)
reponame_str Repositorio Institucional de la Universidad de Burgos (RIUBU)
collection Repositorio Institucional de la Universidad de Burgos (RIUBU)
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