Please use this identifier to cite or link to this item: http://hdl.handle.net/10071/20761
Author(s): Loureiro, S. M. C.
Bilro, R. G.
Angelino, F. J.
Date: 2021
Title: Virtual reality and gamification in marketing higher education: A review and research agenda
Volume: 25
Number: 2
Pages: 179 - 216
ISSN: 2444-9695
DOI (Digital Object Identifier): 10.1108/SJME-01-2020-0013
Keywords: Virtual reality
Gamification
Education
Learning process
Student engagement
Text-mining
Abstract: Purpose – The purpose of this paper is to review studies on the use of virtual reality (VR) and gamification to engage students in higher education for marketing issues to identify the research topics, the research gaps and to prepare a future research agenda. Design/methodology/approach – A literature review is performed based on two search terms applied to Web of Science, resulting in a final pool of 115 articles. A text-mining approach is used to conduct a full-text analysis of papers related to VR and gamification in higher education. The authors also compare the salient characteristics presented in the articles. Findings – From this analysis, five major research topics are found and analysed, namely, teaching methodologies and education, experience and motivation, student engagement, applied theories in VR and gamification. Based on this and following the theory concept characteristics methodology framework, the paper provides directions for future research. Originality/value – There is no comprehensive review exploring the topics, theories, constructs and methods used in prior studies concerning VR and gamification applied to higher education services based on all the articles published in well-regarded academic journals. This review seeks to provide deeper insights, to help scholars contribute to the development of this research field.
Peerreviewed: yes
Access type: Open Access
Appears in Collections:BRU-RI - Artigos em revistas científicas internacionais com arbitragem científica

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