Reflecting on Attitudes Towards Death Through the use of Immersive Virtual Reality Commercial Video Games.
Pierre BourdinLaura CalvetSusanna TesconiJoan Arnedo-MorenoPublished in: TEEM (2020)
Keyphrases
- virtual reality
- attitudes toward
- video games
- commercial games
- statistically significant
- virtual environment
- computer games
- game playing
- virtual reality technology
- computer graphics
- game play
- educational games
- high school
- three dimensional
- game design
- learning experience
- computer technology
- virtual world
- virtual reality environments
- augmented reality
- serious games
- virtual humans
- virtual space
- learning tools
- perceived usefulness
- interactive virtual
- multi sensory
- game based learning
- user interface
- virtual training
- personal health information
- metadata
- sixth grade
- collaborative learning