Latest Research in Virtual Reality Applications and Impacts

28 research papers · 2026 median publication year

Top Research Topics in Virtual Reality Applications and Impacts

Highest-Cited Papers

  1. Research on teaching methods of artificial intelligence courses for cultivating computational thinking
  2. How Gamification Impacts Impulse Buying via Fear of Missing out in Livestream E-Commerce: Examining a Moderated Mediation Model
  3. Gainful or Dark Gamification? Three Perspectives on Unlocking AI’s Potential for EdTech Research and Practice
  4. Gamifying a first-year calculus course: a structured framework for engagement and persistence
  5. Artificial intelligence application in educational gamification: science mapping of present and future trends
  6. Towards the sustainable development of gamification in primary education: Third graders perceptions of Kahoot in EFL classroom
  7. Learning Challenges in Design Education and Barriers to Gamification Adoption
  8. Gamified Adult Basic Life Support Training for Schoolchildren Using Minecraft Education Edition: Cross-Sectional Program Evaluation
  9. Design and implementation of gamified web based active learning in corporate education
  10. Gamification in Enterpreneurship Education: A Bibliometric Review And Content-Based Analysis
  11. Gamified marketing activities in retail Metaverse to foster sustainable relationship behaviour: Moderation effect of arousal seeking and perceived risk
  12. Gamified digital tools and the perceived learning experience in distance preservice teacher education
  13. Comparing Gamified and Traditional Assessment Environments: A Quasi-Experimental Study in a University Python Course
  14. Utilising Gamification With Badges and Leaderboards in a Secondary EFL Course: Effects on Student Interest, Self‐Efficacy, Performance and Gender Differences
  15. AI driven adaptive gamification for sustainable workforce development in corporate training
  16. Gamified learning in higher education: associations with student motivation and perceived academic performance
  17. A meta‐analysis of existing meta‐analyses on gamification practices in education: It does not fit all
  18. Gamification in E-Commerce—Conversion Rates and Shopping Cart Abandonments
  19. Psychological Ownership, Self-Efficacy, and Pro-Environmental Behavior: Designing Educational Serious Games for Water Sustainability
  20. Gamified marketing and brand polarization in the metaverse: a multigroup analysis
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L3 Region - - 2026 Sep Q3

Virtual Reality Applications and Impacts

28 papers

Top Topics (4)

Educational Games and Gamification24
Virtual Reality Applications and Impacts2
Cardiac Arrest and Resuscitation1
Decision-Making and Behavioral Economics1

Top Publications (20)

1.Research on teaching methods of artificial intelligence courses for cultivating computational thinking2.How Gamification Impacts Impulse Buying via Fear of Missing out in Livestream E-Commerce: Examining a Moderated Mediation Model3.Gainful or Dark Gamification? Three Perspectives on Unlocking AI’s Potential for EdTech Research and Practice4.Gamifying a first-year calculus course: a structured framework for engagement and persistence5.Artificial intelligence application in educational gamification: science mapping of present and future trends6.Towards the sustainable development of gamification in primary education: Third graders perceptions of Kahoot in EFL classroom7.Learning Challenges in Design Education and Barriers to Gamification Adoption8.Gamified Adult Basic Life Support Training for Schoolchildren Using Minecraft Education Edition: Cross-Sectional Program Evaluation9.Design and implementation of gamified web based active learning in corporate education10.Gamification in Enterpreneurship Education: A Bibliometric Review And Content-Based Analysis11.Gamified marketing activities in retail Metaverse to foster sustainable relationship behaviour: Moderation effect of arousal seeking and perceived risk12.Gamified digital tools and the perceived learning experience in distance preservice teacher education13.Comparing Gamified and Traditional Assessment Environments: A Quasi-Experimental Study in a University Python Course14.Utilising Gamification With Badges and Leaderboards in a Secondary EFL Course: Effects on Student Interest, Self‐Efficacy, Performance and Gender Differences15.AI driven adaptive gamification for sustainable workforce development in corporate training16.Gamified learning in higher education: associations with student motivation and perceived academic performance17.A meta‐analysis of existing meta‐analyses on gamification practices in education: It does not fit all18.Gamification in E-Commerce—Conversion Rates and Shopping Cart Abandonments19.Psychological Ownership, Self-Efficacy, and Pro-Environmental Behavior: Designing Educational Serious Games for Water Sustainability20.Gamified marketing and brand polarization in the metaverse: a multigroup analysis
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