Applying Virtual Worlds Knowledge: Methods, Evaluation, and Effective Transfer of Knowledge into Practice

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

Deadline for manuscript submissions: 30 June 2026 | Viewed by 1345

Special Issue Editors


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Guest Editor
Immersive Reality Lab, Hamm-Lippstadt University of Applied Sciences, 59063 Hamm, Germany
Interests: immersive media (XR/VR/AR); human–machine interaction; user experience & usability; interaction design

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Guest Editor
Quality and Usability Lab, Technische Universität Berlin, D-10587 Berlin, Germany
Interests: immersive media; human–computer interaction; user experience; virtual reality

Special Issue Information

Dear Colleagues,

This Special Issue explores how digitalization knowledge, especially in the context of immersive media such as virtual reality, augmented reality, and mixed reality, can be effectively transferred and its impact evaluated across academia, industry, and society, with a focus on applications relevant to virtual worlds. Effective knowledge transfer is crucial for enabling the broader adoption and meaningful use of immersive technologies across different domains. The scope extends beyond empirical studies to include methodological approaches, evaluation frameworks, and conceptual contributions that address the diverse ways in which digitalization competences are communicated and embedded in practice.

We welcome papers on the design, implementation, and assessment of transfer activities and events, strategies for engaging different stakeholder groups—including industry representatives, students, policy and governmental actors, and other societal stakeholders—and reflections on indicators and methodologies for measuring transfer effectiveness in both virtual and real-world contexts.

By combining theoretical insights, methodological innovations, and applied case studies, this Special Issue aims to advance our understanding of how immersive media-related digitalization knowledge can be effectively transferred, applied, and sustained, supporting interactive and engaging experiences that enhance learning, innovation, and societal impact.

Prof. Dr. Jan-Niklas Voigt-Antons
Dr. Tanja Kojic
Guest Editors

Manuscript Submission Information

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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.

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Keywords

  • knowledge transfer
  • technology transfer
  • digitalization
  • virtual reality
  • augmented reality
  • third mission
  • evaluation
  • methods
  • higher education
  • stakeholder engagement

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Published Papers (2 papers)

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Research

29 pages, 1540 KB  
Article
A Modular Questionnaire for Target-Group-Specific Evaluation of Event Formats: Developed in the Context of Virtual Worlds Knowledge Transfer
by Sina Hinzmann, Anne-Kathrin Bestgen, Julia Schorlemmer, Constanze Beierlein, Jörg Kolbe and Jan-Niklas Voigt-Antons
Virtual Worlds 2026, 5(1), 10; https://doi.org/10.3390/virtualworlds5010010 - 9 Feb 2026
Viewed by 326
Abstract
This paper presents a modular evaluation questionnaire designed to assess Knowledge and Technology Transfer (KT) events in Higher Education Institutions (HEIs). KT is central to the HEI’s third mission, contributing to societal and economic progress. This mandate is critically highlighted by the need [...] Read more.
This paper presents a modular evaluation questionnaire designed to assess Knowledge and Technology Transfer (KT) events in Higher Education Institutions (HEIs). KT is central to the HEI’s third mission, contributing to societal and economic progress. This mandate is critically highlighted by the need to disseminate digitalization competencies in rapidly evolving fields, notably immersive technologies—including Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR)—which are foundational for virtual worlds. Traditionally, transfer success relies on overall outcome indicators (patents, collaborations), which fail to capture the immediate impact of individual transfer events. Our questionnaire addresses this gap by evaluating event-level success and its alignment with the target groups: companies, citizens, and students. Developed via expert workshops in the context of virtual worlds, the tool’s modular design supports flexible adaptation and broad applicability across different event types. It captures participant reactions, knowledge acquisition, and behavioral intentions, along with process items. This provides immediate, actionable insights into event success, enabling HEIs to optimize resource allocation and make informed adjustments tailored to audience needs. Future studies should validate the questionnaire’s psychometric properties and assess long-term effects. Ultimately, this tool strengthens the capacity of HEIs to optimize transfer activities and cultivate stronger partnerships. Full article
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27 pages, 2932 KB  
Article
Design Principles for Work-Integrated Safety Training (WIST) in Gamified Immersive Learning Environments
by Jesse Katende, Amir Haj-Bolouri, Stefan Nilsson, Lu Cao and Matti Rossi
Virtual Worlds 2026, 5(1), 5; https://doi.org/10.3390/virtualworlds5010005 - 21 Jan 2026
Viewed by 539
Abstract
Immersive virtual reality is increasingly used for safety training, yet many initiatives remain technology-led pilots that enhance scenario realism and engagement without explaining how training becomes embedded in everyday work (e.g., alignment with SOPs, assessment routines, scheduling, and accountable debrief practices) or how [...] Read more.
Immersive virtual reality is increasingly used for safety training, yet many initiatives remain technology-led pilots that enhance scenario realism and engagement without explaining how training becomes embedded in everyday work (e.g., alignment with SOPs, assessment routines, scheduling, and accountable debrief practices) or how skills reliably transfer back to duty. This paper addresses that gap by introducing Work-Integrated Safety Training (WIST) as a socio-technical training approach that couples IVR-based immersion with work-integrated routines to develop competence in safety-critical, passenger-facing work. Using Action Design Research (ADR) with Sweden’s national rail operator (SJ), we iteratively designed and evaluated a gamified immersive prototype for onboard conflict management, drawing on interviews, incident reports, co-design workshops, and in situ evaluations. We formalize four transferable design principles—specified with mechanisms and boundary conditions that guide how immersive training can (i) scaffold composure before intervention, (ii) make dynamic risk legible through interpretable cues, (iii) support SOP-aligned adaptive communication with replay-based reflection, and (iv) strengthen team coordination through role-specific checkpoints and psychologically safe debriefs. The paper contributes design knowledge for moving from isolated IVR demonstrations to work-integrated training systems that are implementable in organizations and testable in further longitudinal evaluation. Full article
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