Serious Games Supported by Virtual Reality—Literature Review
Serious games supported by virtual reality (VR) offer innovative solutions across diverse fields, such as education, therapy, and professional training, leveraging immersive and interactive environments to enhance engagement and learning outcomes. This paper provides a comprehensive literature revie...
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| Format: | Article |
| Language: | English |
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IEEE
2025-01-01
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| Series: | IEEE Access |
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| Online Access: | https://ieeexplore.ieee.org/document/10896660/ |
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| author | Nadia Damianova Santiago Berrezueta-Guzman |
| author_facet | Nadia Damianova Santiago Berrezueta-Guzman |
| author_sort | Nadia Damianova |
| collection | DOAJ |
| description | Serious games supported by virtual reality (VR) offer innovative solutions across diverse fields, such as education, therapy, and professional training, leveraging immersive and interactive environments to enhance engagement and learning outcomes. This paper provides a comprehensive literature review of VR-based serious games, focusing on their applications, benefits, and challenges. Key themes include the transformative impact of VR on education through improved motivation and experiential learning, therapeutic applications addressing physical and mental health, and professional training in hazardous and high-skill environments. Despite their potential, adoption is hindered by challenges such as high costs, limited accessibility, ethical concerns, and technical limitations, including cybersickness and scalability issues. This review also highlights emerging trends, including AI-driven adaptive learning, advancements in haptic feedback, and the integration of multisensory experiences, offering opportunities to address these barriers. By synthesizing current research and identifying critical gaps, this paper provides actionable recommendations for researchers and developers to maximize the impact of serious VR games in creating inclusive, effective, and scalable solutions for diverse user needs. |
| format | Article |
| id | doaj-art-08d00d4f01d44f18ae1eb7f7d9f76943 |
| institution | DOAJ |
| issn | 2169-3536 |
| language | English |
| publishDate | 2025-01-01 |
| publisher | IEEE |
| record_format | Article |
| series | IEEE Access |
| spelling | doaj-art-08d00d4f01d44f18ae1eb7f7d9f769432025-08-20T03:15:26ZengIEEEIEEE Access2169-35362025-01-0113385483856110.1109/ACCESS.2025.354402210896660Serious Games Supported by Virtual Reality—Literature ReviewNadia Damianova0https://orcid.org/0009-0002-6945-0870Santiago Berrezueta-Guzman1https://orcid.org/0000-0001-5559-2056Chair of Software Engineering, Technical University of Munich, Munich, GermanyChair of Software Engineering, Technical University of Munich, Munich, GermanySerious games supported by virtual reality (VR) offer innovative solutions across diverse fields, such as education, therapy, and professional training, leveraging immersive and interactive environments to enhance engagement and learning outcomes. This paper provides a comprehensive literature review of VR-based serious games, focusing on their applications, benefits, and challenges. Key themes include the transformative impact of VR on education through improved motivation and experiential learning, therapeutic applications addressing physical and mental health, and professional training in hazardous and high-skill environments. Despite their potential, adoption is hindered by challenges such as high costs, limited accessibility, ethical concerns, and technical limitations, including cybersickness and scalability issues. This review also highlights emerging trends, including AI-driven adaptive learning, advancements in haptic feedback, and the integration of multisensory experiences, offering opportunities to address these barriers. By synthesizing current research and identifying critical gaps, this paper provides actionable recommendations for researchers and developers to maximize the impact of serious VR games in creating inclusive, effective, and scalable solutions for diverse user needs.https://ieeexplore.ieee.org/document/10896660/Virtual realityserious gamesgamificationimmersive learningVR applicationseducational games |
| spellingShingle | Nadia Damianova Santiago Berrezueta-Guzman Serious Games Supported by Virtual Reality—Literature Review IEEE Access Virtual reality serious games gamification immersive learning VR applications educational games |
| title | Serious Games Supported by Virtual Reality—Literature Review |
| title_full | Serious Games Supported by Virtual Reality—Literature Review |
| title_fullStr | Serious Games Supported by Virtual Reality—Literature Review |
| title_full_unstemmed | Serious Games Supported by Virtual Reality—Literature Review |
| title_short | Serious Games Supported by Virtual Reality—Literature Review |
| title_sort | serious games supported by virtual reality x2014 literature review |
| topic | Virtual reality serious games gamification immersive learning VR applications educational games |
| url | https://ieeexplore.ieee.org/document/10896660/ |
| work_keys_str_mv | AT nadiadamianova seriousgamessupportedbyvirtualrealityx2014literaturereview AT santiagoberrezuetaguzman seriousgamessupportedbyvirtualrealityx2014literaturereview |