2018
DOI: 10.1016/j.compedu.2018.09.002
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Immersive virtual reality serious games for evacuation training and research: A systematic literature review

Abstract: An appropriate and safe behavior for exiting a facility is key to reducing injuries and increasing survival when facing an emergency evacuation in a building. Knowledge on the best evacuation practice is commonly delivered by traditional training approaches such as videos, posters, or evacuation drills, but they may become ineffective in terms of knowledge acquisition and retention. Serious games (SGs) are an innovative approach devoted to training and educating people in a gaming environment. Recently, increa… Show more

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Cited by 299 publications
(184 citation statements)
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References 58 publications
(204 reference statements)
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“…One explanation is that previous studies in this field vary greatly in the outcome measures that are used. Many of the previous studies that investigate the value of immersive VR safety training only assess trainee reactions (e.g., Feng et al, ; Lovreglio et al, ; Mól et al, ; Zaalberg & Midden, 2013). Others studies in VR safety assess learning criteria with MC questions (Mühlberger et al, ) or orally (Buttussi & Chittaro, ; Chittaro & Buttussi, ).…”
Section: Discussionmentioning
confidence: 99%
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“…One explanation is that previous studies in this field vary greatly in the outcome measures that are used. Many of the previous studies that investigate the value of immersive VR safety training only assess trainee reactions (e.g., Feng et al, ; Lovreglio et al, ; Mól et al, ; Zaalberg & Midden, 2013). Others studies in VR safety assess learning criteria with MC questions (Mühlberger et al, ) or orally (Buttussi & Chittaro, ; Chittaro & Buttussi, ).…”
Section: Discussionmentioning
confidence: 99%
“…The New Media Consortium/Consortium for School Networking's Horizon Report , which investigates emerging technologies for their potential influence on and use in teaching, learning, and creative inquiry in schools, anticipates that VR will be adopted broadly in classrooms within 2 to 3 years (Freeman, Adams Becker, Cummins, Davis, & Hall Giesinger, ). VR offers a number of affordances such as providing familiarity with the associated real‐world environment, increasing the salience of particular cues in the environment, allowing learners to rehearse specific sequences of actions with a high level of physical and psychological fidelity, and enabling immediate feedback and broad accessibility in a safe and controlled environment (Feng, Gonzalez, Amor, Lovreglio, & Cabrera, ; McComas, MacKay, & Pivik, ; Rose, Attree, Brooks, Parslow, & Penn, ; Smith & Ericson, ; van Ginkel et al, ).…”
Section: Introductionmentioning
confidence: 99%
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“…Serious games enable students to engage playfully in activities on meaningful topics. To achieve this, these games have features that can motivate and yield learning (Feng, González, Amor, Lovreglio, & Cabrera-Guerrero, 2018;Hummel et al, 2011;Tsekleves, Cosmas, & Aggoun, 2016). Just like computer games in general, serious games have entertaining qualities such as pleasing graphics, exciting plots and lively game characters that can keep students engaged for an extended period.…”
Section: Introductionmentioning
confidence: 99%