The DOI matches its Crossref record; 1 of the 1 references it cites were found in a registry or an index.
From visual simulation to virtual reality to games
Abstract
During the past decades, the virtual reality community has based its development on a synthesis of earlier work in interactive 3D graphics, user interfaces, and visual simulation. Currently, the VR field is transitioning into work influenced by video games. Because much of the research and development being conducted in the games community parallels the VR community's efforts, it has the potential to affect a greater audience. Given these trends, VR researchers who want their work to remain relevant must realign to focus on game research and development. Leveraging technology from the visual simulation and virtual reality communities, serious games provide a delivery system for organizational video game instruction and training.
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Cites
Virtual reality: Scientific and technological challenges
Newby, G. B. (1996) · Library & Information Science Research · doi:10.1016/s0740-8188(96)90047-x · Cited by 192
Cited by
A meta-analysis of the cognitive and motivational effects of serious games.
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013) · Journal of Educational Psychology · doi:10.1037/a0031311 · Cited by 1,864
The gamification of learning: a meta-analysis
Sailer, M., & Homner, L. (2020) · Educational Psychology Review · doi:10.1007/s10648-019-09498-w · Cited by 2,594
“…a common game design element toolkit (Landers et al. 2018), and the same focus on adding value beyond entertainment, that is, using the entertaining quality of gamification interventions or (serious) games for learning (see Deterding et al. 2011; Zyda 2005), they are different in nature.”
A social gamification framework for a K-6 learning platform
Simões, J., Redondo, R. D., & Vilas, A. F. (2013) · Computers in Human Behavior · doi:10.1016/j.chb.2012.06.007 · Cited by 854
The effect of games and simulations on higher education: a systematic literature review
Vlachopoulos, D., & Makri, A. (2017) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-017-0062-1 · Cited by 776
Laamarti, F., Eid, M., & El Saddik, A. (2014) · International Journal of Computer Games Technology · doi:10.1155/2014/358152 · Cited by 671
Metadata
- Authors
- Zyda, M.
- Venue
- Computer
- Published
- 2005-09
- Volume
- 38
- Issue
- 9
- Pages
- 25-32
- ISSN
- 0018-9162 (ISSN-L)
- OpenAlex
- W2148099808
- Cited by
- 1,922
- References
- 1
- FWCI
- 25.35
- Type
- journal article
- Language
- en
- Open access
- closed
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Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.