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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Published inMultimedia tools and applications Vol. 79; no. 9-10; pp. 5501 - 5527
Main Authors Checa, David, Bustillo, Andres
Format Journal Article
LanguageEnglish
Published New York Springer US 01.03.2020
Springer Nature B.V
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Abstract 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 VR-environments, providing recommendations for the improvement of these tools and their successful application for the enhancement of both learning and training tasks.
AbstractList 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 VR-environments, providing recommendations for the improvement of these tools and their successful application for the enhancement of both learning and training tasks.
Author Checa, David
Bustillo, Andres
Author_xml – sequence: 1
  givenname: David
  surname: Checa
  fullname: Checa, David
  organization: Department of Civil Engineering, University of Burgos
– sequence: 2
  givenname: Andres
  orcidid: 0000-0003-2855-7532
  surname: Bustillo
  fullname: Bustillo, Andres
  email: abustillo@ubu.es
  organization: Department of Civil Engineering, University of Burgos
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Snippet The merger of game-based approaches and Virtual Reality (VR) environments that can enhance learning and training methodologies have a very promising future,...
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SubjectTerms Computer & video games
Computer Communication Networks
Computer Science
Data Structures and Information Theory
Educational software
Games
Immersive virtual reality
Learning
Multimedia Information Systems
Performance evaluation
Software
Special Purpose and Application-Based Systems
Training
Virtual environments
Virtual reality
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Title A review of immersive virtual reality serious games to enhance learning and training
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