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<dc:title>A review of immersive virtual reality serious games to enhance learning and training</dc:title>
<dc:creator>Checa Cruz, David</dc:creator>
<dc:creator>Bustillo Iglesias, Andrés</dc:creator>
<dc:subject>Virtual reality</dc:subject>
<dc:subject>Learning</dc:subject>
<dc:subject>Systematic literature review</dc:subject>
<dc:subject>Serious games</dc:subject>
<dc:subject>Evaluation</dc:subject>
<dc:description>The merger of game-based approaches and Virtual Reality (VR) environments that can&#xd;
enhance learning and training methodologies have a very promising future, reinforced by&#xd;
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&#xd;
participants, permitting the development of exploration-based learning paradigms. There are&#xd;
separate reviews of VR technologies and serious games for educational and training purposes&#xd;
with a focus on only one knowledge area. However, this review covers 135 proposals for&#xd;
serious games in immersive VR-environments that are combinations of both VR and serious&#xd;
games and that offer end-user validation. First, an analysis of the forum, nationality, and date of&#xd;
publication of the articles is conducted. Then, the application domains, the target audience, the&#xd;
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&#xd;
proposed solutions and the differences between training and learning applications. Finally, the&#xd;
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&#xd;
successful application for the enhancement of both learning and training tasks.</dc:description>
<dc:date>2024-01-15T10:47:59Z</dc:date>
<dc:date>2024-01-15T10:47:59Z</dc:date>
<dc:date>2019-12</dc:date>
<dc:type>info:eu-repo/semantics/article</dc:type>
<dc:identifier>1380-7501</dc:identifier>
<dc:identifier>http://hdl.handle.net/10259/8341</dc:identifier>
<dc:identifier>10.1007/s11042-019-08348-9</dc:identifier>
<dc:identifier>1573-7721</dc:identifier>
<dc:language>eng</dc:language>
<dc:relation>Multimedia Tools and Applications. 2019, V. 79, n. 9-10, p. 5501-5527</dc:relation>
<dc:relation>https://doi.org/10.1007/s11042-019-08348-9</dc:relation>
<dc:rights>http://creativecommons.org/licenses/by/4.0/</dc:rights>
<dc:rights>info:eu-repo/semantics/openAccess</dc:rights>
<dc:rights>Atribución 4.0 Internacional</dc:rights>
<dc:publisher>Springer Nature</dc:publisher>
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