Serious Games and Extended Reality in Healthcare and/or Education

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

Deadline for manuscript submissions: closed (30 November 2024) | Viewed by 8314

Special Issue Editors


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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 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

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Published Papers (4 papers)

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Research

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14 pages, 2782 KiB  
Article
“Case By Case”: Investigating the Use of a VR-Based Allegorical Serious Game for Consent Education
by Autumn May Aindow, Alexander Baines, Toby Mccaffery, Sterling O’Neill, Frolynne Rose Martinez Salido, Gail Collyer-Hoar, George Limbert, Elisa Rubegni and Abhijit Karnik
Virtual Worlds 2024, 3(3), 354-367; https://doi.org/10.3390/virtualworlds3030019 - 6 Sep 2024
Viewed by 846
Abstract
The topic of consent within interpersonal relationships is sensitive and complex. A serious game can provide a safe medium for the exploration of the topic of consent. In this paper, we aim to alleviate the challenges of designing a serious game artefact with [...] Read more.
The topic of consent within interpersonal relationships is sensitive and complex. A serious game can provide a safe medium for the exploration of the topic of consent. In this paper, we aim to alleviate the challenges of designing a serious game artefact with the implicit goal of exploring the topic of consent. The resulting artefact, “Case By Case”, is a VR-based serious game targeting university students, which uses an allegory-based approach to achieve its goal. The participants play the role of a detective who is tasked with determining if individuals have committed theft, which serves as an allegory for breach of consent. “Case By Case” provides the users an opportunity to reflect on their decisions within the game and apply them to the complex situations of consent such as victim-blaming and bystander awareness. To evaluate the effectiveness of the game in achieving its implicit goal, we ran a user study (n = 24). The results show that “Case By Case” provided a safe environment for the users to reflect on the concept of consent and increase their understanding about the topic further. Full article
(This article belongs to the Special Issue Serious Games and Extended Reality in Healthcare and/or Education)
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14 pages, 1445 KiB  
Article
A Virtual Reality Game-Based Intervention to Enhance Stress Mindset and Performance among Firefighting Trainees from the Singapore Civil Defence Force (SCDF)
by Muhammad Akid Durrani Bin Imran, Cherie Shu Yun Goh, Nisha V, Meyammai Shanmugham, Hasan Kuddoos, Chen Huei Leo and Bina Rai
Virtual Worlds 2024, 3(3), 256-269; https://doi.org/10.3390/virtualworlds3030013 - 1 Jul 2024
Viewed by 1174
Abstract
This research paper investigates the effectiveness of a virtual reality (VR) game-based intervention using real-time biofeedback for stress management and performance among fire-fighting trainees from the Singapore Civil Defence Force (SCDF). Forty-seven trainees were enrolled in this study and randomly assigned into three [...] Read more.
This research paper investigates the effectiveness of a virtual reality (VR) game-based intervention using real-time biofeedback for stress management and performance among fire-fighting trainees from the Singapore Civil Defence Force (SCDF). Forty-seven trainees were enrolled in this study and randomly assigned into three groups: control, placebo, and intervention. The participants’ physiological responses, psychological responses, and training performances were evaluated during specific times over the standard 22-week training regimen. Participants from the control and placebo groups showed a similar overall perceived stress profile, with an initial increase in the early stages that was subsequently maintained over the remaining training period. Participants from the intervention group had a significantly lower level of perceived stress compared to the control and placebo groups, and their stress-is-enhancing mindset was significantly increased before the game in week 12 compared to week 3. Cortisol levels remained comparable between pre-game and post-game for the placebo group at week 12, but there was a significant reduction in cortisol levels post-game in comparison to pre-game for the intervention group. The biofeedback data as a measurement of root mean square of successive differences (RMSSD) during the gameplay were also significantly increased at week 12 when compared to week 3. Notably, the intervention group had a significant improvement in the final exercise assessment when compared to the control based on the participants’ role as duty officers. In conclusion, a VR game-based intervention with real-time biofeedback shows promise as an engaging and effective way of training firefighting trainees to enhance their stress mindset and reduce their perceived stress, which may enable them to perform better in the daily emergencies that they respond to. Full article
(This article belongs to the Special Issue Serious Games and Extended Reality in Healthcare and/or Education)
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Other

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16 pages, 1972 KiB  
Perspective
Navigating the Healthcare Metaverse: Immersive Technologies and Future Perspectives
by Kevin Yi-Lwern Yap
Virtual Worlds 2024, 3(3), 368-383; https://doi.org/10.3390/virtualworlds3030020 - 11 Sep 2024
Viewed by 2697
Abstract
The year is 2030. The internet has evolved into the metaverse. People navigate through advanced avatars, shop in digital marketplaces, and connect with others through extended reality social media platforms. Three-dimensional patient scans, multidisciplinary tele-collaborations, digital twins and metaverse health records are part [...] Read more.
The year is 2030. The internet has evolved into the metaverse. People navigate through advanced avatars, shop in digital marketplaces, and connect with others through extended reality social media platforms. Three-dimensional patient scans, multidisciplinary tele-collaborations, digital twins and metaverse health records are part of clinical practices. Younger generations regularly immerse themselves in virtual worlds, playing games and attending social events in the metaverse. This sounds like a sci-fi movie, but as the world embraces immersive technologies post-COVID-19, this future is not too far off. This article aims to provide a foundational background to immersive technologies and their applications and discuss their potential for transforming healthcare and education. Moreover, this article will introduce the metaverse ecosystem and characteristics, and its potential for health prevention, treatment, education, and research. Finally, this article will explore the synergy between generative artificial intelligence and the metaverse. As younger generations of healthcare professionals embrace this digital frontier, the metaverse’s potential in healthcare is definitely attractive. Mainstream adoption may take time, but it is imperative that healthcare professionals be equipped with interdisciplinary skills to navigate the plethora of immersive technologies in the future of healthcare. Full article
(This article belongs to the Special Issue Serious Games and Extended Reality in Healthcare and/or Education)
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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://doi.org/10.3390/virtualworlds2040021 - 2 Nov 2023
Cited by 3 | Viewed by 2400
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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