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dc.contributor.authorCheca Cruz, David 
dc.contributor.authorBustillo Iglesias, Andrés 
dc.date.accessioned2024-01-15T10:47:59Z
dc.date.available2024-01-15T10:47:59Z
dc.date.issued2019-12
dc.identifier.issn1380-7501
dc.identifier.urihttp://hdl.handle.net/10259/8341
dc.description.abstractThe 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.en
dc.description.sponsorshipThis 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).en
dc.format.mimetypeapplication/pdf
dc.language.isoenges
dc.publisherSpringer Natureen
dc.relation.ispartofMultimedia Tools and Applications. 2019, V. 79, n. 9-10, p. 5501-5527en
dc.rightsAtribución 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectVirtual realityen
dc.subjectLearningen
dc.subjectSystematic literature reviewen
dc.subjectSerious gamesen
dc.subjectEvaluationen
dc.subject.otherInformáticaes
dc.subject.otherComputer scienceen
dc.subject.otherEducaciónes
dc.subject.otherEducationen
dc.subject.otherVideojuegoses
dc.subject.otherVideo gamesen
dc.subject.otherTecnologíaes
dc.subject.otherTechnologyen
dc.titleA review of immersive virtual reality serious games to enhance learning and trainingen
dc.typeinfo:eu-repo/semantics/articlees
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.relation.publisherversionhttps://doi.org/10.1007/s11042-019-08348-9es
dc.identifier.doi10.1007/s11042-019-08348-9
dc.identifier.essn1573-7721
dc.journal.titleMultimedia Tools and Applicationsen
dc.volume.number79es
dc.issue.number9-10es
dc.page.initial5501es
dc.page.final5527es
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones


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