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Immersive virtual reality serious games for evacuation training and research: A systematic literature review
11 references·16 citing·35 second hop
Immersive virtual reality serious games for evacuation training and research: A systematic literature review (2018)Immersive virtual reality serious games f…Conducting systematic literature review in operations management (2016)Conducting systematic literat…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Preferred reporting items for…Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred Reporting Items for…Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred Reporting Items for…Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred reporting items for…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…Serious Games : An Overview (2007)Serious Games : An OverviewSerious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Five Steps to Conducting a Systematic Review (2003)Five Steps to Conducting a Sy…RETRACTED: Gamification for Mental Health and Health Psychology: Insights at the First Quarter Mark of the 21st Century (2024)RETRACTED: Gamification for M…An exploratory study on manifesting decision-inertia in a 360-degree extended reality terrorist incident (2024)An exploratory study on manif…The impact of security countermeasures on human behavior during active shooter incidents (2022)The impact of security counte…Internet-of-things-enabled serious games: A comprehensive survey (2022)Internet-of-things-enabled se…Exploring spiral narratives with immediate feedback in immersive virtual reality serious games for earthquake emergency training (2022)Exploring spiral narratives w…Design, Development, and Evaluation of a Virtual Reality Serious Game for School Fire Preparedness Training (2022)Design, Development, and Eval…Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model (2022)Balancing learning and enjoym…Value-based model of user interaction design for virtual museum (2021)Value-based model of user int…Serious Games and the COVID-19 Pandemic in Dental Education: An Integrative Review of the Literature (2021)Serious Games and the COVID-1…Design, Implementation, and Evaluation of an Immersive Virtual Reality-Based Educational Game for Learning Topology Relations at Schools: A Case Study (2021)Design, Implementation, and E…Towards a customizable immersive virtual reality serious game for earthquake emergency training (2020)Towards a customizable immers…Instructional mechanisms in immersive virtual reality serious games: Earthquake emergency training for children (2020)Instructional mechanisms in i…Computer-Controlled Virtual Humans in Patient-Facing Systems: Systematic Review and Meta-Analysis (2020)Computer-Controlled Virtual H…Factors Influencing the Subjective Learning Effectiveness of Serious Games (2019)Factors Influencing the Subje…Effects of scripting on dialogues, motivation and learning outcomes in serious games (2019)Effects of scripting on dialo…Accessibility of Immersive Serious Games for Persons with Cognitive Disabilities (2019)Accessibility of Immersive Se…Digital game-based learning (2003)Digital Games, Design, and Learning (2015)Foundations of Game-Based Learning (2015)Digital Game-Based Learning (2020)Social Learning Theory. (1978)Statistical Methods for Meta-Analysis (1988)Handbook of Self-Regulation of Learning and Performance (2017)The Gamification of Learning: a Meta-analysis (2019)Introduction to Meta‐Analysis (2021)The Strengthening the Reporting of Observational Studies in Epidemiology (STROBE) Statement: Guidelines for Reporting Observational Studies (2007)The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate healthcare interventions: explanation and elaboration (2009)PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation (2018)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Improving the quality of reports of meta-analyses of randomised controlled trials: the QUOROM statement (1999)Cochrane Handbook for Systematic Reviews of Interventions (2008)Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015 statement (2015)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)Digital game-based learning: Towards an experiential gaming model (2005)Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Why so serious? On the relation of serious games and learning (2010)Does gamification increase engagement with online programs? A systematic review (2017)Gamification of health professions education: a systematic review (2020)Strengthening the Reporting of Observational Studies in Epidemiology (STROBE): Explanation and Elaboration (2007)The Revised CONSORT Statement for Reporting Randomized Trials: Explanation and Elaboration (2001)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)Promoting novelty, rigor, and style in energy social science: Towards codes of practice for appropriate methods and research design (2018)A step by step guide for conducting a systematic review and meta-analysis with simulation data (2019)The Third Mission of the university: A systematic literature review on potentials and constraints (2020)
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References

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Cited by

  • 2020Towards a customizable immersive virtual reality serious game for earthquake emergency training104 cited
  • 2022Design, Development, and Evaluation of a Virtual Reality Serious Game for School Fire Preparedness Training75 cited
  • 2020Instructional mechanisms in immersive virtual reality serious games: Earthquake emergency training for children

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73 cited
  • 2020Computer-Controlled Virtual Humans in Patient-Facing Systems: Systematic Review and Meta-Analysis69 cited
  • 2021Serious Games and the COVID-19 Pandemic in Dental Education: An Integrative Review of the Literature43 cited
  • 2022Internet-of-things-enabled serious games: A comprehensive survey41 cited
  • 2022Exploring spiral narratives with immediate feedback in immersive virtual reality serious games for earthquake emergency training39 cited
  • 2019Effects of scripting on dialogues, motivation and learning outcomes in serious games38 cited
  • 2022Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model36 cited
  • 2022The impact of security countermeasures on human behavior during active shooter incidents33 cited
  • 2024RETRACTED: Gamification for Mental Health and Health Psychology: Insights at the First Quarter Mark of the 21st Century31 cited
  • 2021Design, Implementation, and Evaluation of an Immersive Virtual Reality-Based Educational Game for Learning Topology Relations at Schools: A Case Study31 cited
  • 2019Factors Influencing the Subjective Learning Effectiveness of Serious Games31 cited
  • 2021Value-based model of user interaction design for virtual museum22 cited
  • 2024An exploratory study on manifesting decision-inertia in a 360-degree extended reality terrorist incident7 cited
  • 2019Accessibility of Immersive Serious Games for Persons with Cognitive Disabilities5 cited