Latest Research in Virtual Reality Applications and Impacts
28 research papers · 2026 median publication year
Top Research Topics in Virtual Reality Applications and Impacts
- Educational Games and Gamification — 24 papers
- Virtual Reality Applications and Impacts — 2 papers
- Cardiac Arrest and Resuscitation — 1 papers
- Decision-Making and Behavioral Economics — 1 papers
Highest-Cited Papers
- Research on teaching methods of artificial intelligence courses for cultivating computational thinking
- How Gamification Impacts Impulse Buying via Fear of Missing out in Livestream E-Commerce: Examining a Moderated Mediation Model
- Gainful or Dark Gamification? Three Perspectives on Unlocking AI’s Potential for EdTech Research and Practice
- Gamifying a first-year calculus course: a structured framework for engagement and persistence
- Artificial intelligence application in educational gamification: science mapping of present and future trends
- Towards the sustainable development of gamification in primary education: Third graders perceptions of Kahoot in EFL classroom
- Learning Challenges in Design Education and Barriers to Gamification Adoption
- Gamified Adult Basic Life Support Training for Schoolchildren Using Minecraft Education Edition: Cross-Sectional Program Evaluation
- Design and implementation of gamified web based active learning in corporate education
- Gamification in Enterpreneurship Education: A Bibliometric Review And Content-Based Analysis
- Gamified marketing activities in retail Metaverse to foster sustainable relationship behaviour: Moderation effect of arousal seeking and perceived risk
- Gamified digital tools and the perceived learning experience in distance preservice teacher education
- Comparing Gamified and Traditional Assessment Environments: A Quasi-Experimental Study in a University Python Course
- Utilising Gamification With Badges and Leaderboards in a Secondary EFL Course: Effects on Student Interest, Self‐Efficacy, Performance and Gender Differences
- AI driven adaptive gamification for sustainable workforce development in corporate training
- Gamified learning in higher education: associations with student motivation and perceived academic performance
- A meta‐analysis of existing meta‐analyses on gamification practices in education: It does not fit all
- Gamification in E-Commerce—Conversion Rates and Shopping Cart Abandonments
- Psychological Ownership, Self-Efficacy, and Pro-Environmental Behavior: Designing Educational Serious Games for Water Sustainability
- Gamified marketing and brand polarization in the metaverse: a multigroup analysis