Virtual Reality and Education - The Steam Panorama

Johanna Pirker, Enrica Loria, Alexander Kainz, Johannes Kopf, Andreas Dengel

Publikation: Beitrag in Buch/Bericht/KonferenzbandBeitrag in einem KonferenzbandBegutachtung

Abstract

Virtual Reality (VR) is increasingly being used as an education medium also enabled by advances in the consumer market, making the devices less expensive and the setup easier. The hardware is more accessible, and players can use Steam as the leading distribution platform for VR applications. Hence, more and more VR applications are being published, also for educational purposes. However, the VR educational games panorama is yet to be described due to the recent rise of this area, as well as users' perceptions (both learners and educators) and issues specific to each learning domain. Towards this, we provide a first analysis of the Steam educational VR applications. We report an analysis of user reviews describing the positive and negative characteristics of VR experiences. Finally, we give an overview of popular educational VR experiences and what we can learn from reviewers about the design requirements for specific learning fields.

Originalspracheenglisch
TitelProceedings of the 17th International Conference on the Foundations of Digital Games, FDG 2022
Redakteure/-innenKostas Karpouzis, Stefano Gualeni, Allan Fowler
Herausgeber (Verlag)Association of Computing Machinery
ISBN (elektronisch)9781450397957
DOIs
PublikationsstatusVeröffentlicht - 5 Sept. 2022
Veranstaltung17th International Conference on the Foundations of Digital Games: FDG 2022 - Athens, Griechenland
Dauer: 5 Sept. 20228 Sept. 2022

Publikationsreihe

NameACM International Conference Proceeding Series

Konferenz

Konferenz17th International Conference on the Foundations of Digital Games
KurztitelFDG 2022
Land/GebietGriechenland
OrtAthens
Zeitraum5/09/228/09/22

ASJC Scopus subject areas

  • Human-computer interaction
  • Computernetzwerke und -kommunikation
  • Maschinelles Sehen und Mustererkennung
  • Software

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