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Virtual Worlds, Volume 1, Issue 2 (December 2022) – 3 articles

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25 pages, 7204 KiB  
Article
Moirai: A No-Code Virtual Serious Game Authoring Platform
by Andrei Torres, Bill Kapralos, Celina Da Silva, Eva Peisachovich and Adam Dubrowski
Virtual Worlds 2022, 1(2), 147-171; https://doi.org/10.3390/virtualworlds1020009 - 19 Dec 2022
Cited by 3 | Viewed by 2935
Abstract
Serious games, that is, games whose primary purpose is education and training, are gaining widespread popularity in higher education contexts and have been associated with increased learner memory retention, engagement, and motivation even among learners with special needs. Despite these benefits, serious games [...] Read more.
Serious games, that is, games whose primary purpose is education and training, are gaining widespread popularity in higher education contexts and have been associated with increased learner memory retention, engagement, and motivation even among learners with special needs. Despite these benefits, serious games have fixed scenarios that cannot be easily modified, leading to predictable and dull experiences that can reduce user engagement. Therefore, there is a demand for tools that allow educators to create new modifications and customize serious game scenarios, and avoid the fixed-scenario problem and a one-size-fits-all approach. Here, we present and detail our novel virtual serious games authoring platform called Moirai, which uses a no-code approach to allow educators who may have limited (or no) prior programming experience to use a diagram-based interface to author and customize serious games focused on decision and communication skills development. We describe two case studies, each of which involved creating serious games for nursing education (one for mental health education and the other for internationally educated nurses). The usability of both games was qualitatively evaluated using the system usability scale (SUS) questionnaire and achieved above-average usability scores. Full article
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17 pages, 342 KiB  
Review
Virtual Reality Induced Symptoms and Effects: Concerns, Causes, Assessment & Mitigation
by Nathan O. Conner, Hannah R. Freeman, J. Adam Jones, Tony Luczak, Daniel Carruth, Adam C. Knight and Harish Chander
Virtual Worlds 2022, 1(2), 130-146; https://doi.org/10.3390/virtualworlds1020008 - 01 Nov 2022
Cited by 7 | Viewed by 3397
Abstract
The utilization of commercially available virtual reality (VR) environments has increased over the last decade. Motion sickness that is commonly reported while using VR devices is still prevalent and reported at a higher than acceptable rate. The virtual reality induced symptoms and effects [...] Read more.
The utilization of commercially available virtual reality (VR) environments has increased over the last decade. Motion sickness that is commonly reported while using VR devices is still prevalent and reported at a higher than acceptable rate. The virtual reality induced symptoms and effects (VRISE) are considered the largest barrier to widespread usage. Current measurement methods have uniform use across studies but are subjective and are not designed for VR. VRISE and other motion sickness symptom profiles are similar but not exactly the same. Common objective physiological and biomechanical as well as subjective perception measures correlated with VRISE should be used instead. Many physiological biomechanical and subjective changes evoked by VRISE have been identified. There is a great difficulty in claiming that these changes are directly caused by VRISE due to numerous other factors that are known to alter these variables resting states. Several theories exist regarding the causation of VRISE. Among these is the sensory conflict theory resulting from differences in expected and actual sensory input. Reducing these conflicts has been shown to decrease VRISE. User characteristics contributing to VRISE severity have shown inconsistent results. Guidelines of field of view (FOV), resolution, and frame rate have been developed to prevent VRISE. Motion-to-photons latency movement also contributes to these symptoms and effects. Intensity of content is positively correlated to VRISE, as is the speed of navigation and oscillatory displays. Duration of immersion shows greater VRISE, though adaptation has been shown to occur from multiple immersions. The duration of post immersion VRISE is related to user history of motion sickness and speed of onset. Cognitive changes from VRISE include decreased reaction time and eye hand coordination. Methods to lower VRISE have shown some success. Postural control presents a potential objective variable for predicting and monitoring VRISE intensity. Further research is needed to lower the rate of VRISE symptom occurrence as a limitation of use. Full article
27 pages, 2657 KiB  
Article
Advances in Metaverse Investigation: Streams of Research and Future Agenda
by Mariapina Trunfio and Simona Rossi
Virtual Worlds 2022, 1(2), 103-129; https://doi.org/10.3390/virtualworlds1020007 - 29 Oct 2022
Cited by 22 | Viewed by 11273
Abstract
The metaverse has increasingly attracted the attention of academics and practitioners, who attempt to better understand its theoretical foundations and business application areas. This paper provides an overarching picture of what has already been studied and investigated in metaverse academic investigation. It adopts [...] Read more.
The metaverse has increasingly attracted the attention of academics and practitioners, who attempt to better understand its theoretical foundations and business application areas. This paper provides an overarching picture of what has already been studied and investigated in metaverse academic investigation. It adopts a systematic literature review and a bibliometric analysis. The study designs a thematic map of the metaverse research. It proposes four streams of research (metaverse technologies, metaverse areas of application, marketing and consumer behaviour and sustainability) for future investigation, which academics and practitioners should explore. It also contributes towards a systematic advancement of knowledge in the field, provides some preliminary theoretical contributions by shedding light on future research avenues, and offers insights for business. Full article
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