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European Conference on Games Based Learning (ECGBL)
The studies were selected from an initial pool of 2,253 search results. The review maps how gamified IVR is designed, implemented, and evaluated for learning.
This review synthesizes 14 empirical studies examining how gamified immersive virtual reality (IVR) is designed, implemented, and evaluated for learning. Its central aim is to map the field's current state: which gamification mechanisms are used, what learning interactions occur, which populations are studied, and whether gamified IVR produces measurable educational benefits. The 14 studies were selected from an initial pool of 2,253 search results, a narrowing that reflects the still-emerging nature of the literature.
The most common gamification mechanisms were rewards, challenges, and avatars, while interaction with virtual objects or equipment was the most frequent learning activity. The samples skewed heavily toward university participants (roughly 72%) and engineering-related disciplines. Quantitative methods dominated, appearing in 64% of studies, with mixed methods in 29%, and most studies compared gamified IVR against non-gamified IVR, desktop VR, or traditional instruction.
Gamified IVR generally yielded positive learning outcomes across engineering, biology, medicine, nursing, and other fields, although results were mixed in mathematics. However, the review identifies significant gaps. Only five papers applied a theoretical framework in their analysis, and most theories appeared only once, with game-based and simulated learning theories being the most frequently invoked. Measurement instruments for learning, the study of collaborative learning, and the systematic use of theory all remain underdeveloped, limiting the field's ability to explain why gamified IVR works and for whom.
Breda University of Applied Sciences · 2026