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Table 5 Overview of the EVRGs

From: Exploring the trends of educational virtual reality games: a systematic review of empirical studies

ID

Author’s Name & Year

Country

Description

1

Tabak et al. (2017)

Netherlands

The authors presented a VR game to improve the training of chronic pain both in the clinical and home settings.

2

Szczurowski and Smith (2018)

Ireland

A VR serious game to teach children about road safety.

3

Roberto et al. (2017)

Italy

A cultural heritage serious game developed to illustrate the feasibility of a framework called FRACH.

4

Amal, Hend, and Hana (2018)

South Africa

An immersive game distracting the patients from pain while performing Lower Back Problem exercises.

5

Bernardes, Barros, Simoes, and Castelo-Brancon (2015)

Spain

A VR game to teach patients with autism how to use public transportation.

6

Byl, Süncksen, and Teistler (2018)

Germany

A serious game to teach medical students how to handle ultrasound probes and to understand spatial relationships in medical ultra sounding images.

7

Mihajlovic, Popovic, and Brkic (2018)

Hungary

A game that motivates users to perform neck exercises through immersion in VR.

8

Calvi et al. (2017)

Italy

The game was developed to simulate a diving experience in a virtual environment for non-divers with the purpose to create awareness in players about a conscious sustainable behavior underwater.

9

Gyutae, Hojun, Sangho, Jaekwang, and Shiho (2016)

South Korea

The study proposes a self-training VR serious game for fire evacuation drills with concurrent tele-collaboration among avatars controlled by and synchronized with multiple users in remote places.

10

Chittaro and Buttussi (2015)

Italy

This study proposed a head-mounted device-based immersive game for educating passengers about aviation safety that allows players to experience a serious aircraft emergency to survive it.

11

Zielke (2017)

United States of America

The study explored whether VR and AR technologies can provide a more natural interface, increase presence and facilitate the practice of empathy as compared to current medical education forms of simulation.

12

Dinis, Guimarães, Carvalho, and Martins (2017)

Portugal

VR interface provides tools for students to interact with virtual building models while editing geometry and properties.

13

Süncksen et al. (2018)

Germany

In the VR environment, the user generates specific radiographs of virtual patients whereby points are awarded for image accuracy within the specified time frame and radiation exposure.

14

Zikky, Fathoni, and Firdaus (2018)

Indonesia

Uses client/server architecture and brings teachers and students together into a virtual space, a specific planet.

15

(Visoottiviseth, Phungphat, Puttawong, Chantaraumporn, & Haga, 2018)

Thailand

A VR game on Android for education. It is an alternative learning material for learners to gain knowledge about network security effectively.

16

Sárkány (2016)

Germany

A partly implemented serious game that uses hand gestures and eye gaze in a VR environment to help patients with dementia.

17

(Pirker, Lesjak, & Guetl, 2017)

Austria

Maroon VR provides several Lab stations for understanding Electromagnetism in Physics.

18

(Trombetta et al., 2017)

Great Britain

A serious game for post-stroke patients. It engages patients using VR to complete their rehabilitation program.

19

Knote, Edenhofer, and Mammen (2016)

United States of America

This study presents an interactive simulation game to understand the mutual interferences of competitive (ant) species by experiencing their behavior in a novel way.

20

Lovreglio, Gonzalez, Feng, and Sacks (2018)

New Zealand

A serious game that teaches the basics of evacuation training in the case of earthquakes in hospitals.

21

Vourvopoulos, Faria, Ponnam, and Badia (2014)

United States of America

This paper presents the design, implementation, and validation of RehabCity, an online game designed for the rehabilitation of cognitive deficits through a gamified approach on activities of daily living.

22

Bryan, Campbell, and Mangina (2018)

Ireland

A VR game that allows students to learn about various locations in the world using Google Street View.

23

Shahab (2017)

Ireland

This paper presents a novel VR setup with the ability to teach music to children with autism as well as to perform an automatic assessment of their behaviors. This setup contains Social Virtual Reality Robots (V2Rs) and virtual musical instruments (i.e. xylophone and drum).

24

Likitweerawong and Palee (2018)

Thailand

A serious game that simulates a car environment and allows participants to test their driving skills.

25

Chin, Kamsani, Zhong, Cui, and Yang (2018)

China

A VR game that allows training on Remotely Operated Vehicles.

26

Moldoveanu (2017)

Romania

The paper proposes a training strategy for a sensory substitution device to improve the ability of visually impaired people to be autonomous thus, to increase the quality of their lives.

27

Chiu (2017)

Taiwan

In this study, a VR game was developed for elementary school students to learn about Taiwan’s aboriginal tribe’s native languages.

28

Hafsia, Monacelli, and Martin (2018)

France

A VR game to teach construction workers about safety in the work environment.

29

Diez, Andoni, Aitor, and Oyarzun (2016)

Spain

The research presents an interactive application for training experts on the prevention of occupational hazards such as fire safety in buildings.

30

Puttawong et al. (2017)

Japan

The paper explores the use of VR technology to develop a fantasy RPG called VRFiWall that teaches computer security.

31

Alrehaili (2018)

Canada

This research project discusses the design, development and evaluation of a RPG that teaches children about the lives of bees.