Virtual Reality Training for Assembly Operators in the Automotive Industry: A Pilot Usability Study
Abstract
1. Introduction
- Whether physiological responses vary across different levels of support and prior VR expertise (novice vs. expert);
- Whether a buzzer event triggers changes in physiological responses, and whether this effect depends on the level of support and VR expertise;
- Users’ perceptions of usability, sense of presence, workload, comfort, learning effect, and overall experience in the VR training.
2. Materials and Methods
2.1. Virtual Reality Car Assembly Training
2.2. Study Design, Setting and Participants
2.3. Testing Session
2.4. Outcome Variables
2.4.1. Descriptive Variables
2.4.2. Task Performance Metrics
2.4.3. Physiological Measures
2.4.4. User Experience Variables
2.5. Statistical Analysis
2.6. Ethical Considerations
3. Results
3.1. Participant Characteristics
3.2. Results on User Experience
3.3. Results on Task Performance
3.3.1. Task Completion Time and the Number of Hints Requested
3.3.2. The Effect of VR Expertise on Completion Time
3.3.3. The Effect of VR Experience on the Number of Hints Requested
3.4. Results on Physiological Measures
3.4.1. Differences in Physiological Responses Across Support Levels and VR Experience
3.4.2. Differences in Physiological Responses Before Versus After the Buzzer
4. Discussion
5. Limitations
6. Future Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| AS | Assembly station |
| BR | Breathing Rate |
| GSR | Galvanic Skin Response |
| HR | Heart Rate |
| op | operator |
| VR | Virtual Reality |
Appendix A
| Score strongly indicates that the operator is positive about the VR training in terms of workload/usefulness/sense of presence/learning effect (score = 7) | |
| Score indicates that the operator is positive about the VR training in terms of workload/usefulness/sense of presence/learning effect (score = 5 or 6) | |
| Score indicates that the operator is neither positive nor negative about the VR training in terms of workload/usefulness/sense of presence/learning effect (score = 4) | |
| Score indicates that the operator is rather negative about the VR training in terms of workload/usefulness/sense of presence/learning effect (score = 2 or 3) | |
| Score strongly indicates that the operator is negative about the VR training in terms of workload/usefulness/sense of presence/learning effect (score = 1) |
| 1. How mentally demanding was the task? | ||||||||||
| op1 | op2 | op8 | op11 | op5 | op7 | op4 | op10 | op3 | op6 | op9 |
| 2. How physically demanding was the task? | ||||||||||
| op5 | op7 | op2 | op4 | op1 | op3 | op6 | op8 | op9 | op10 | op11 |
| 3. How rushed was the pace of the task? | ||||||||||
| op2 | op9 | op3 | op10 | op8 | op11 | op4 | op5 | op7 | op1 | op6 |
| 4. How successful were you in completing the requested task? | ||||||||||
| op3 | op7 | op8 | op5 | op9 | op1 | op2 | op4 | op6 | op10 | op11 |
| 5. How hard did you have to work to reach your performance level? | ||||||||||
| op9 | op2 | op3 | op7 | op8 | op11 | op5 | op10 | op1 | op4 | op6 |
| 6. How uncertain, discouraged, irritated, stressed and annoyed were you while performing the task? | ||||||||||
| op1 | op6 | op5 | op10 | op2 | op4 | op7 | op11 | op3 | op8 | op9 |
| 1. The VR system responded well, i.e., as expected and without delays, to my manipulations. | ||||||||||
| op1 | op3 | op4 | op5 | op6 | op8 | op9 | op10 | op11 | op2 | op7 |
| 2. I think the VR system gave clear feedback on my manipulations. | ||||||||||
| op3 | op1 | op8 | op2 | op4 | op5 | op6 | op7 | op9 | op10 | op11 |
| 3. I kept making mistakes while using the VR system. | ||||||||||
| op5 | op6 | op7 | op11 | op3 | op1 | op2 | op4 | op8 | op9 | op10 |
| 4. I could clearly understand the information in the virtual environment. | ||||||||||
| op6 | op2 | op3 | op4 | op5 | op7 | op1 | op8 | op9 | op10 | op11 |
| 5. I think this system is user-friendly, easy to learn and designed in such a way that most people can easily get started with the VR system. | ||||||||||
| op5 | op3 | op2 | op4 | op6 | op7 | op10 | op1 | op8 | op9 | op11 |
| 6. I found that it was easy to correct mistakes I made during the VR experience. | ||||||||||
| op 9 | op5 | op6 | op10 | op1 | op2 | op3 | op4 | op7 | op8 | op11 |
| 7. I enjoyed the VR experience. | ||||||||||
| op1 | op5 | op6 | op7 | op2 | op3 | op4 | op8 | op9 | op10 | op11 |
| 8. I felt dizzy, had motion sickness or headaches during the VR experience. | ||||||||||
| op5 | op1 | op2 | op3 | op4 | op6 | op7 | op8 | op9 | op10 | op11 |
| 9. During the VR experience, I felt mental strain such as tension, frustration and time pressure. | ||||||||||
| op5 | op11 | op8 | op1 | op2 | op4 | op9 | op3 | op6 | op7 | op10 |
| 1. The VR environment seemed real to me. | ||||||||||
| op7 | op10 | op4 | op5 | op6 | op8 | op9 | op1 | op2 | op3 | op11 |
| 2. I felt like I was working in the VR environment, rather than controlling something from outside. | ||||||||||
| op6 | op7 | op4 | op9 | op3 | op5 | op10 | op1 | op2 | op8 | op11 |
| 3. My experiences in the VR environment seemed to match my experiences in the real world. | ||||||||||
| op7 | op6 | op4 | op5 | op8 | op1 | op2 | op3 | op9 | op10 | op11 |
| 4. While i was in the VR environment, I felt like ‘being there’. | ||||||||||
| op6 | op7 | op3 | op4 | op5 | op8 | op9 | op10 | op1 | op2 | op11 |
| 5. I was completely immersed in the VR environment. | ||||||||||
| op3 | op6 | op7 | op4 | op5 | op9 | op1 | op2 | op8 | op10 | op11 |
| 6. I felt like my avatar was an extension of my real body in the VR environment. | ||||||||||
| op3 | op6 | op7 | op8 | op2 | op4 | op5 | op9 | op10 | op1 | op11 |
| 7. If something happened to my avatar, it felt like it happened to my real body. | ||||||||||
| op4 | op6 | op8 | op3 | op7 | op9 | op2 | op5 | op10 | op11 | op1 |
| 8. It felt like my real arm was projected into the VR environment through my avatar. | ||||||||||
| op8 | op2 | op3 | op4 | op7 | op10 | op5 | op6 | op9 | op1 | op11 |
| 9. It felt like my real hand was in the VR environment. | ||||||||||
| op8 | op2 | op3 | op4 | op5 | op6 | op7 | op9 | op10 | op1 | op11 |
| 10. During the simulation, I felt that my avatar and my real body became one and the same. | ||||||||||
| op2 | op3 | op4 | op8 | op5 | op6 | op7 | op9 | op10 | op1 | op11 |
| 1. How confident are you that you can perform a similar task effectively after doing this VR training (in a smooth manner from start to finish with as few mistakes as possible)? | ||||||||||
| op9 | op8 | op5 | op1 | op2 | op3 | op4 | op6 | op7 | op10 | op11 |
| 2. Do you think you can learn a new assembly procedure faster via the VR environment compared to the traditional learning method? | ||||||||||
| op8 | op3 | op4 | op5 | op1 | op2 | op6 | op9 | op8 | op10 | op11 |
| 3. Do you think you can learn a new assembly procedure more thoroughly via the VR environment compared to the traditional learning method? | ||||||||||
| op2 | op5 | op10 | op3 | op4 | op6 | op7 | op11 | op1 | op8 | op10 |
| 1. Did you find it comfortable to use the VR headset? More specifically, did you have eyestrain? | ||||||||||
| op4 | op9 | op7 | op1 | op2 | op3 | op5 | op6 | op8 | op10 | op11 |
| 2. Did you find it comfortable to use the VR headset? More specifically, was the VR device straining too hard on your head? | ||||||||||
| op4 | op7 | op1 | op2 | op3 | op5 | op6 | op8 | op9 | op10 | op11 |
| 3. Did you find it comfortable to use the VR headset? More specifically, did the VR environment give you a headache? | ||||||||||
| op8 | op1 | op2 | op3 | op4 | op5 | op6 | op8 | op9 | op10 | op11 |
| 4. Did you feel more engaged with the task in the VR environment compared to the traditional learning method? | ||||||||||
| op4 | op5 | op7 | op3 | op6 | op2 | op8 | op10 | op1 | op9 | op11 |
| 1. Did you experience any technical problems during the VR training? Which ones? |
| Op1 = ‘No.’ Op2 = ‘At the last station, the image did not always move smoothly.’ Op3 = ‘It took some time to get used to the buttons, but otherwise the experience was positive.’ Op4 = ‘Sometimes I had some difficulty putting a tool back’ Op5 = ‘Some calibration problems occurred with the Equivital sensor at the beginning of the measurement.’ |
| 2. Are there things from the traditional training that you missed in this VR training? |
| Op1 = ‘The weight of the components is not represented in the virtual environment.’ Op2 = ‘The weight of a machine or component, as well as limitations related to machine accessibility.’ Op3 = ‘Weight and tactile feedback’ Op4 = ‘Provide additional small tips at the beginning of the assembly station—insights that are typically only known to experienced trainers.’ Op5 = ‘No.’ |
References
- De Auto-Industrie, Een Waardevolle Industrie met Toekomst voor België en Luxemburg. Available online: https://www.febiac.be/nl/article/de-auto-industrie-een-waardevolle-industrie-met-toekomst-voor-belgie-en-luxemburg (accessed on 15 May 2026).
- Dakić, P.; Stupavský, I.; Todorović, V. The Effects of Global Market Changes on Automotive Manufacturing and Embedded Software. Sustainability 2024, 16, 4926. [Google Scholar] [CrossRef] [Scilit]
- Shon, M.; Kim, J.; Kim, H. Transforming the automotive industry: Defining, clustering, and efficiency analysis of the next-generation automotive ecosystem. PLoS ONE 2026, 21, e0343135. [Google Scholar] [CrossRef] [Scilit] [PubMed]
- Krammer, P.; Neef, D.; Plapper, P. Advanced Manufacturing Technologies for General Assembly; SAE Technical Paper No. 2011-01-1253; SAE International: Warrendale, PA, USA, 2011. [Google Scholar]
- Jongbloed, J.; Chaker, R.; Lavoué, E. Immersive procedural training in virtual reality: A systematic literature review. Comput. Educ. 2024, 221, 105124. [Google Scholar] [CrossRef] [Scilit]
- Kolb, D. Experiential Learning: Experience as the Source of Learning and Development; Prentice Hall: Englewood Cliffs, NJ, USA, 1984; ISBN 0132952610. [Google Scholar]
- Ericsson, K.A.; Krampe, R.T.; Tesch-Römer, C. The role of deliberate practice in the acquisition of expert performance. Psychol. Rev. 1993, 100, 363–406. [Google Scholar] [CrossRef]
- de França, A.; Pereira, J.; Soares, M. Methods and Procedures to Usability Testing in Virtual Reality Systems. Presented at the International Conference on Applied Human Factors and Ergonomics 2017, Orlando, FL, USA, 17–21 21–25 July 2017. [Google Scholar] [CrossRef] [Scilit]
- Steen, C.; Söderström, K.; Stensrud, B.; Nylund, I.; Siqveland, J. The effectiveness of virtual reality training on knowledge, skills and attitudes of health care professionals and students in assessing and treating mental health disorders: A systematic review. BMC Med. Educ. 2024, 24, 480. [Google Scholar] [CrossRef] [Scilit] [PubMed]
- Han, X.; Luo, H.; Wang, Z.; Zhang, D. Using virtual reality for teacher education: A systematic review and meta-analysis of literature from 2014 to 2024. Front. Virtual Real. 2025, 6, 1620905. [Google Scholar] [CrossRef] [Scilit]
- Sung, H.; Kim, M.; Park, J.; Shin, N.; Han, Y. Effectiveness of Virtual Reality in Healthcare Education: Systematic Review and Meta-Analysis. Sustainability 2024, 16, 8520. [Google Scholar] [CrossRef] [Scilit]
- Hermawati, S.; Lawson, G.; D’Cruz, M.; Arlt, F.; Apold, J.; Andersson, L.; Lövgren, M.G.; Malmsköld, L. Understanding the complex needs of automotive training at final assembly lines. Appl. Ergon. 2015, 46, 144–157. [Google Scholar] [CrossRef] [Scilit] [PubMed]
- Oliveira, J.; Aires Dias, J.; Correia, R.; Pinheiro, R.; Reis, V.; Sousa, D.; Agostinho, D.; Simões, M.; Castelo-Branco, M. Exploring Immersive Multimodal Virtual Reality Training, Affective States, and Ecological Validity in Healthy Firefighters: Quasi-Experimental Study. JMIR Serious Games 2024, 12, e53683. [Google Scholar] [CrossRef] [Scilit] [PubMed]
- Somerville, A.; Joiner, K.; Lynar, T.; Wild, G. Applications of extended reality in pilot flight simulator training: A systematic review with meta-analysis. Vis. Comput. Ind. Biomed. Art 2025, 8, 25. [Google Scholar] [CrossRef] [Scilit] [PubMed]
- Zhang, M.; Li, B. The impact of virtual reality on curiosity, joy, and engagement. Front. Psychol. 2026, 17, 1809238. [Google Scholar] [CrossRef] [Scilit] [PubMed]
- Sohlin, A.; Kjærgaard, J.; Hoffman, I.; Chang, T.; Poulsen, A.; Lee, J.; Gjærde, L.K.; Lund, S.; Paulsen, L.; Sørensen, J.L.; et al. Immersive virtual reality training: Addressing challenges and unlocking potentials. Med. Educ. 2025, 59, 1222–1234. [Google Scholar] [CrossRef] [Scilit] [PubMed]
- Fraulini, N.; Marraffino, M.; Garibaldi, A.; Johnson, C.; Whitmer, D.E. Adaptive training instructional interventions: A meta-analysis. Mil. Psychol. 2025, 37, 479–493. [Google Scholar] [CrossRef] [Scilit] [PubMed]
- Radhakrishnan, U.; Chinello, F.; Koumaditis, K. Investigating the effectiveness of immersive VR skill training and its link to physiological arousal. Virtual Real. 2023, 27, 1091–1115. [Google Scholar] [CrossRef] [Scilit] [PubMed]
- Zahabi, M.; Abdul Razak, A. Adaptive virtual reality-based training: A systematic literature review and framework. Virtual Real. 2020, 24, 725–752. [Google Scholar] [CrossRef] [Scilit]
- Shiratuddin, M.; Zulkifli, A.N. Making Virtual Reality a Reality: Bringing CAD and Game Engine Together. Presented at the International Conference on Information Technology and Multimedia, Selangor, Malaysia, 13–15 August 2001. [Google Scholar]
- de Lellis Barreto, C.; Cardoso, A.; Júnior, E.; Silva, P.; Silva, A. Designing Virtual Reality Environments through an Authoring System Based on CAD Floor Plans: A Methodology and Case Study Applied to Electric Power Substations for Supervision. Energies 2021, 14, 7435. [Google Scholar] [CrossRef] [Scilit]
- Hennink, M.; Kaiser, B. Sample sizes for saturation in qualitative research: A systematic review of empirical tests. Soc. Sci. Med. 2022, 292, 114523. [Google Scholar] [CrossRef] [Scilit] [PubMed]
- Hoffmann, T.; Glasziou, P.; Boutron, I.; Perera, R.; Altman, D.G.; Barbour, V.; Johnston, M.; Lamb, S.E.; Dixon-Woods, M.; Wyatt, J.C. Die TIDieR Checkliste und Anleitung—Ein Instrument für eine verbesserte Interventionsbeschreibung und Replikation. Gesundheitswesen 2016, 78, 175–188. [Google Scholar] [CrossRef] [PubMed]
- Equivital. Available online: https://equivital.com/products/eq02-lifemonitor (accessed on 25 April 2026).
- Said, S.; Gozdzik, M.; Roche, T.; Braun, J.; Rössler, J.; Kaserer, A.; Spahn, D.R.; Nöthiger, C.B.; Tscholl, D.W. Validation of the Raw National Aeronautics and Space Administration Task Load Index (NASA-TLX) Questionnaire to Assess Perceived Workload in Patient Monitoring Tasks: Pooled Analysis Study Using Mixed Models. J. Med. Internet Res. 2020, 22, e19472. [Google Scholar] [CrossRef] [Scilit] [PubMed]
- Kim, Y.; Rhiu, I. Development of a virtual reality system usability questionnaire (VRSUQ). Appl. Ergon. 2024, 119, 104319. [Google Scholar] [CrossRef] [Scilit] [PubMed]
- Makransky, G.; Lilleholt, L.; Aaby, A. Development and validation of the Multimodal Presence Scale for virtual reality environments: A confirmatory factor analysis and item response theory approach. Comput. Hum. Behav. 2017, 72, 276–285. [Google Scholar] [CrossRef] [Scilit]
- Pasquale, V.; Cutolo, P.; Esposito, C.; Franco, B.; Iannone, R.; Miranda, S. Virtual Reality for Training in Assembly and Disassembly Tasks: A Systematic Literature Review. Machines 2024, 12, 528. [Google Scholar] [CrossRef] [Scilit]
- Palombo, R.; Weber, S.; Wyszynski, M.; Niehaves, B. Glove versus controller: The effect of VR gloves and controllers on presence, embodiment, and cognitive absorption. Front. Virtual Real. 2024, 5, 1337959. [Google Scholar] [CrossRef] [Scilit]
- Gonçalves, G.; Melo, M.; Barbosa, L.; Vasconcelos-Raposo, J.; Bessa, M. Evaluation of the impact of different levels of self-representation and body tracking on the sense of presence and embodiment in immersive VR. Virtual Real. 2022, 26, 1–14. [Google Scholar] [CrossRef] [Scilit]
- Lécuyer, A. Simulating Haptic Feedback Using Vision: A Survey of Research and Applications of Pseudo-Haptic Feedback. Teleoperators Virtual Environ. 2009, 18, 39–53. [Google Scholar] [CrossRef] [Scilit]
- Grecu, V.; Petruse, R.; Chiliban, M.; Tâlvan, E. The Cognitive Cost of Immersion: Experimental Evidence from VR-Based Technical Training. Appl. Sci. 2025, 15, 12534. [Google Scholar] [CrossRef] [Scilit]
- Kim, H.; Kim, D.; Kim, S.; Chung, W.; Park, K.; Kim, J.; Kim, D.; Kim, M.J.; Kim, K.; Jeon, H.J. Effect of Virtual Reality on Stress Reduction and Change of Physiological Parameters Including Heart Rate Variability in People with High Stress: An Open Randomized Crossover Trial. Front. Psychiatry 2021, 12, 614539. [Google Scholar] [CrossRef] [Scilit] [PubMed]
- Souchet, A.; Lourdeaux, D.; Burkhardt, J.; Hancock, P. Design guidelines for limiting and eliminating virtual reality-induced symptoms and effects at work: A comprehensive, factor-oriented review. Front. Psychol. 2023, 14, 1161932. [Google Scholar] [CrossRef] [Scilit] [PubMed]
- Lawson, G.; Salanitri, D.; Waterfield, B. Future directions for the development of virtual reality within an automotive manufacturer. Appl. Ergon. 2016, 53, 323–330. [Google Scholar] [CrossRef] [Scilit] [PubMed]







| Assembly Station | Task Description |
|---|---|
| 1 | Electric motor is installed. |
| 2 | Motor components and air compressor bracket are mounted. |
| 3 | Pipes, connectors, and bolts are assembled onto the front subframe. |
| 4 | Cables, connectors, and an axle are installed and secured. |
| 5 | Powertrain bracket and EXV unit are mounted, including cable and connector connections. |
| Levels | Description |
|---|---|
| Level 1 | Fully guided—For each step in the assembly process, the operator is shown step by step which tool/part to take, where to place it or what to do with it. |
| Example: The operator holds a scanner and is required to scan a barcode. Blue arrows provide guidance by indicating the location of the barcode to be scanned; see Figure a. Figure a: Illustration of level 1 support. ![]() | |
| Level 2 | Practice on your own—The operator performs the assembly independently without help. If stuck, the operator can ask for help with the specific task at hand at that moment. |
| Example: The operator no longer sees the blue arrows. If they are unsure what to do, they can click on a hint, after which the blue arrows reappear to guide them toward the task to be performed; see Figure b. Figure b: Illustration of level 2 support. ![]() | |
| Level 3 | Do the test—Same as Level 2, except that a score report is given afterwards regarding task performance (i.e., task completion time and number of hints requested). |
| Example: The dashboard shows that the operator required a total of 25:58 min to complete the workstation across the levels they performed. For level 3, it displays the operators’ task completion time and indicates whether this time is within the takt time. It also shows the number of hints requested and specifies the exact steps at which these hints were requested; see Figure c. Figure c: Illustration of level 3 support. ![]() |
| Inclusion |
|
| Exclusion |
|
| Variables | * VR Expert (n = 4) | * VR Novice (n = 7) | |
|---|---|---|---|
| Gender | Men | 4 (100%) | 5 (71%) |
| Women | 0 (0%) | 2 (29%) | |
| Age range | 25–34 years | 2 (50%) | 1 (14%) |
| 35–44 years | 2 (50%) | 2 (29%) | |
| 45–54 years | 0 (0%) | 3 (43%) | |
| >55 years | 0 (0%) | 1 (14%) | |
| Experience in car assembly | ≥5 years | 4 (100%) | 7 (100%) |
| AS | op1 | op2 | op3 | op4 | op5 | op6 | op7 | op8 | op9 | op10 | op11 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | |||||||||||
| 2 | |||||||||||
| 3 | |||||||||||
| 4 | |||||||||||
| 5 |
| Variables (Measurement Tool, Unit) | * Mean ± SD |
|---|---|
| Perceived workload (adapted NASA-TLX; 6 items, 1–7 Likert scale) | 5.2 ± 0.48 |
| Perceived usability (adapted VRSUQ; 9 items, 1–7 Likert scale) | 5.9 ± 0.47 |
| Perceived presence (adapted MPS; 10 items, 1–7 Likert scale) | 5.8 ± 0.70 |
| Perceived learning effect (3 items, 1–7 Likert scale) | 5.7 ± 0.79 |
| Overall VR experience (4 items, 1–7 Likert scale) | 6.3 ± 0.69 |
| AS | op1 | op2 | op3 | op4 | op5 | op6 | op7 | op8 | op9 | op10 | op11 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 149% | 148% | |||||||||
| 2 | 249% | 179% | 374% | 344% | 189% | 375% | 224% | ||||
| 3 | 233% | 260.7% | 190% | 254% | 256% | 285% | 313% | 359% | |||
| 4 | 98% | ||||||||||
| 5 | 171% |
| VR Experience | |||
|---|---|---|---|
| Hints Requested (Yes/No) | Expert | Novice | Total |
| 0 | 8 | 7 | 15 |
| 1 | 1 | 3 | 4 |
| Total | 9 | 10 | 19 |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2026 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.
Share and Cite
De Vestel, C.; Zogopoulos, V. Virtual Reality Training for Assembly Operators in the Automotive Industry: A Pilot Usability Study. Virtual Worlds 2026, 5, 31. https://doi.org/10.3390/virtualworlds5030031
De Vestel C, Zogopoulos V. Virtual Reality Training for Assembly Operators in the Automotive Industry: A Pilot Usability Study. Virtual Worlds. 2026; 5(3):31. https://doi.org/10.3390/virtualworlds5030031
Chicago/Turabian StyleDe Vestel, Charlotte, and Vasilios Zogopoulos. 2026. "Virtual Reality Training for Assembly Operators in the Automotive Industry: A Pilot Usability Study" Virtual Worlds 5, no. 3: 31. https://doi.org/10.3390/virtualworlds5030031
APA StyleDe Vestel, C., & Zogopoulos, V. (2026). Virtual Reality Training for Assembly Operators in the Automotive Industry: A Pilot Usability Study. Virtual Worlds, 5(3), 31. https://doi.org/10.3390/virtualworlds5030031




