Serious Games and Extended Reality in Healthcare and/or Education

A special issue of Virtual Worlds (ISSN 2813-2084).

Deadline for manuscript submissions: 30 June 2024 | Viewed by 1849

Special Issue Editors


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Guest Editor
Science, Math & Technology, Singapore University of Technology & Design, Singapore 487372, Singapore
Interests: serious games; extended reality; education; healthcare
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
1. School of Computer Science and Engineering, Nanyang Technological University, Singapore 639818, Singapore
2. Science, Mathematics and Technology, Singapore University of Technology and Design, 8 Somapah Road, Singapore 487372, Singapore
Interests: game theory; extended reality; data science; AI/ML in the medical field/healthcare; pedagogy and educational research
Special Issues, Collections and Topics in MDPI journals

E-Mail Website
Guest Editor
Department of Biomedical Engineering, College of Design and Engineering, National University of Singapore, Singapore 117576, Singapore
Interests: serious games; extended reality; education; healthcare

Special Issue Information

Dear Colleagues,

We are delighted to announce a forthcoming Special Issue in Virtual Worlds, focusing on the transformative applications of serious games and extended reality (XR) within the realms of healthcare and education. In an era characterized by rapid technological advancements, these immersive technologies have shown remarkable potential to revolutionize the way we approach learning and health wellness.

Scope and Focus

In recent years, the landscape of healthcare and education has been revolutionized by the integration of innovative technologies. Serious games and XR have become pivotal tools that transcend traditional boundaries in healthcare and education. This Special Issue aims to showcase the latest research, advancements, and innovative implementations of these technologies in addressing various challenges in these sectors. Specifically, these technologies have the potential to engage users, simulate real-world scenarios, and facilitate immersive environments that foster skill development, decision-making, and critical thinking. We welcome original research articles, reviews, case studies, and evaluation studies that shed light on the latest advancements, challenges, and potential solutions within this exciting domain. This Special Issue provides a unique platform for researchers, educators, healthcare professionals, and technologists to exchange ideas, share their expertise, and shape the future of healthcare and education through the integration of cutting-edge technologies.

Topics of interest include (but are not limited to):

  1. Applications of serious games: Present studies demonstrating the efficacy or validation of serious games for healthcare applications or educational settings
  2. Extended Reality: Examine the integration of XR in educational or healthcare settings, including (but not limited to) its role in creating immersive learning environments, promoting interactive teaching methodologies, patient rehabilitation, or medical visualization.
  3. Innovative Healthcare and Educational Simulations: Investigate the design, implementation, and assessment of immersive learning experiences through serious games and XR in formal and informal educational/healthcare settings. Some examples include (but are not limited to) the sharing of novel approaches to develop simulations that bridge the gap between theory and practice, fostering experiential learning and clinical training.
  4. Gamification of Education/Healthcare: Examine the integration of game elements and mechanics in educational/healthcare contexts to enhance engagement, motivation, and knowledge retention. Discuss user interfaces, interaction techniques, and usability aspects within serious games and immersive environments.

We look forward to receiving your contributions that will undoubtedly contribute to the advancement of knowledge in the intersection of serious games and extended reality in healthcare and education.

Dr. Chen Huei Leo
Dr. Kang Hao Cheong
Dr. Bina Rai
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Virtual Worlds is an international peer-reviewed open access quarterly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1000 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • serious games
  • extended reality
  • healthcare
  • education

Published Papers (1 paper)

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15 pages, 995 KiB  
Systematic Review
The Integration and Application of Extended Reality (XR) Technologies within the General Practice Primary Medical Care Setting: A Systematic Review
by Donovan Jones, Roberto Galvez, Darrell Evans, Michael Hazelton, Rachel Rossiter, Pauletta Irwin, Peter S. Micalos, Patricia Logan, Lorraine Rose and Shanna Fealy
Virtual Worlds 2023, 2(4), 359-373; https://0-doi-org.brum.beds.ac.uk/10.3390/virtualworlds2040021 - 02 Nov 2023
Cited by 1 | Viewed by 1359
Abstract
The COVID-19 pandemic instigated a paradigm shift in healthcare delivery with a rapid adoption of technology-enabled models of care, particularly within the general practice primary care setting. The emergence of the Metaverse and its associated technology mediums, specifically extended reality (XR) technology, presents [...] Read more.
The COVID-19 pandemic instigated a paradigm shift in healthcare delivery with a rapid adoption of technology-enabled models of care, particularly within the general practice primary care setting. The emergence of the Metaverse and its associated technology mediums, specifically extended reality (XR) technology, presents a promising opportunity for further industry transformation. Therefore, the objective of this study was to explore the current application and utilisation of XR technologies within the general practice primary care setting to establish a baseline for tracking its evolution and integration. A systematic review following the Preferred Reporting Items for Systematic Reviews and Meta-Analysis (PRISMA) was conducted and registered with the international database of prospectively registered systematic reviews as PROSPERO-CRD42022339905. Eleven articles met the inclusion criteria and were quality appraised and included for review. All databases searched, inclusive of search terms, are supplied to enhance the transparency and reproducibility of the findings. All study interventions used virtual reality technology exclusively. The application of virtual reality within the primary care setting was grouped under three domains: (1) childhood vaccinations, (2) mental health, and (3) health promotion. There is immense potential for the future application of XR technologies within the general practice primary care setting. As technology evolves, healthcare practitioners, XR technology specialists, and researchers should collaborate to harness the full potential of implementing XR mediums. Full article
(This article belongs to the Special Issue Serious Games and Extended Reality in Healthcare and/or Education)
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