International Journal of Academic Research in Business and Social Sciences,
Journal Year:
2023,
Volume and Issue:
13(10)
Published: Oct. 27, 2023
The
potential
of
smart
technologies
like
virtual
reality
(VR)
in
developing
products
for
children
remains
underexplored.
This
concept
paper
explores
the
possibility
using
VR
to
develop
engaging
toys
and
other
gadgets
that
provide
immersive
experiences
young
consumers
China.
justifications
inspirations
conceptual
framework
proposed
this
study
are
based
on
previous
literature.
Basic
design
considerations
include
interactivity,
spatial
interface,
perceived
product
characteristics,
their
collaborative
effect
consumer
purchase
decisions.
Based
studies,
factors
identified
as
consumers'
intention
influencers.
recommends
contemporary
determinants
decisions,
highlighting
importance
attributes
association
with
behavior
context
Chinese
gaming.
practical
applications
discussed
well,
future
usage
recommended
model
could
result
important
theoretical
implications.
Many
people
struggle
to
exercise
regularly,
raising
the
risk
of
serious
health-related
issues.
Extended
reality
(XR)
exergames
address
these
hurdles
by
combining
physical
exercises
with
enjoyable,
immersive
gameplay.
While
a
growing
body
research
explores
XR
exergames,
no
previous
review
has
structured
this
rapidly
expanding
landscape.
We
conducted
scoping
current
state
exergame
(i)
provide
overview,
(ii)
highlight
trends,
and
(iii)
uncover
knowledge
gaps.
After
identifying
1318
papers
in
human-computer
interaction
medical
databases,
we
ultimately
included
186
our
analysis.
quantitative
qualitative
summary
research,
showing
trends
potential
future
considerations.
Finally,
taxonomy
help
design
methodological
investigation
reporting.
The
last
decade
has
witnessed
rapid
development
of
immersive
virtual
reality
(IVR)
and
its
application
in
various
contexts.
However,
supporting
real-time
collaboration
been
quite
rare
due
to
technical
barriers
the
lack
validated
design
principles.
To
address
this
research
gap,
study
designed
developed
an
IVR
space
enable
multi-user
synchronous
co-located
collaboration.
An
evaluation
(N
=
95)
was
conducted
explore
useful
considerations
influencing
factors
for
experience.
enabled
by
simultaneous
localization
mapping
(SLAM)-based
inside-out
tracking
technique
informed
four
essential
promoting
effective
IVR,
namely,
role
script,
learning
task,
mechanism,
communication
design.
results
revealed
that
students
general
were
satisfied
with
their
experience
social
presence
competency
as
significant
predictors
collective
efficacy
Based
on
both
quantitative
qualitative
results,
proposes
principles
designing
spaces
support
Applied Sciences,
Journal Year:
2024,
Volume and Issue:
14(5), P. 2167 - 2167
Published: March 5, 2024
The
last
decade
has
witnessed
the
rapid
development
of
immersive
virtual
reality
(IVR)
and
its
application
in
various
contexts.
However,
supporting
real-time
collaboration
been
quite
rare
due
to
technical
barriers
lack
validated
design
principles.
To
address
this
research
gap,
study
designed
developed
an
IVR
space
enable
multiuser
synchronous
co-located
complete
a
fantasy
game.
An
evaluation
(N
=
95)
was
conducted
explore
useful
considerations
influencing
factors
for
experience
enabled
by
simultaneous
localization
mapping
(SLAM)-based
inside-out
tracking
technique
informed
four
essential
promoting
effective
IVR,
namely,
role
script,
learning
task,
mechanism,
communication
design.
results
revealed
that
students
general
were
satisfied
with
their
social
presence
competency
as
significant
predictors
collective
efficacy
experience.
Based
on
both
quantitative
qualitative
results,
proposes
principles
designing
spaces
support
collaboration.
Technologia Jurnal Ilmiah,
Journal Year:
2025,
Volume and Issue:
16(1), P. 133 - 133
Published: Jan. 1, 2025
Penelitian
ini
bertujuan
untuk
merancang
dan
mengembangkan
game
edukasi
berbasis
grafis
pixel
art
bernama
"Sword
Tale"
yang
menggabungkan
elemen
hiburan,
narasi
interaktif,
pembelajaran
matematika.
dilakukan
menggunakan
metode
deskriptif
dengan
pendekatan
Game
Development
Life
Cycle
(GDLC),
mencakup
tahap
inisiasi,
pra-produksi,
produksi,
pengujian,
rilis.
Pengembangan
perangkat
lunak
Unity
Engine
Aseprite
menciptakan
aset
visual
serta
mekanisme
permainan
mendukung
eksplorasi
dua
arah.
Pengujian
alpha
beta
memastikan
fungsionalitas
mengukur
tingkat
kepuasan
pengguna
melalui
System
Usability
Scale
(SUS).
Hasil
pengujian
menunjukkan
kelayakan
sebesar
81,65%,
termasuk
dalam
kategori
sangat
baik,
responden
mayoritas
menyatakan
menarik
secara
visual,
mudah
dimainkan,
edukatif.
Tantangan
utama
meliputi
penyederhanaan
panduan
peningkatan
visualisasi
dialog.
Temuan
penelitian
bahwa
integrasi
dapat
meningkatkan
pengalaman
belajar
menyenangkan
imersif.
diharapkan
menjadi
acuan
bagi
pengembang
edukatif
inovatif
relevan
konteks
budaya
lokal
Indonesia.
Pakistan BioMedical Journal,
Journal Year:
2025,
Volume and Issue:
unknown, P. 02 - 07
Published: Feb. 28, 2025
The
term
sedentary
behavior
means
"any
activity
that
occurs
during
the
day
involves
sitting,
laying,
or
reclining
requires
less
energy
than
equal
to
1.5
metabolic
equivalents
(METs)."
Six
more
hours
a
of
sitting
lying
down
combined
with
little
no
physical
exercise
daily
activities
define
lifestyle.
According
international
guidelines,
adults
should
perform
at
least
150
minutes
moderately
vigorous
each
week,
which
equates
30
minutes/day
for
five
days/week.
Adults
also
require
2
days
muscle
strengthening
every
week.
About
one-third
over
age
15
worldwide
suffer
from
poor
health
due
inadequate
activity.
Negative
effects
behaviors
include
risk
stroke,
cancer,
high
cholesterol,
blood
pressure,
cardiovascular
disease,
obesity,
diabetes
mellitus,
osteoporosis
and
depression.
Short
bursts
inactivity
paired
irregular
contribute
improved
wellbeing.
IGI Global eBooks,
Journal Year:
2025,
Volume and Issue:
unknown, P. 267 - 298
Published: April 4, 2025
This
chapter
examines
the
transformative
role
of
video
game
narratives
in
enhancing
educational
engagement.
By
combining
storytelling,
interactivity,
and
immersive
technologies,
games
shift
education
from
teacher-centered
to
learner-focused
environments.
These
elements
motivate
students,
foster
critical
thinking,
create
meaningful
connections
with
academic
content.
Narratives
within
amplify
engagement
support
skill
development,
though
aligning
storytelling
pedagogical
objectives
remains
challenging.
Advances
digital
tools,
such
as
virtual
reality
artificial
intelligence,
expand
potential
games,
offering
personalized
inclusive
learning
experiences.
While
concerns
about
risks
like
violence
addiction
persist,
this
underscores
importance
collaboration
bridge
gap
between
design
goals.
It
provides
insights
into
creating
narrative-rich
that
balance
motivation,
engagement,
outcomes,
addressing
evolving
demands
modern
education.
Games for Health Journal,
Journal Year:
2024,
Volume and Issue:
unknown
Published: Aug. 2, 2024
Objective:
The
purpose
of
this
study
was
to
(1)
quantify
the
oxygen
consumption
(VO2)
and
heart
rate
(HR)
virtual
reality
(VR)
exergaming
in
youth,
(2)
compare
physical
activity
intensity
VR
gaming
moderate-intensity
thresholds,
(3)
game
experience
cybersickness
gaming,
compared
with
traditional
gaming.
Vaccines,
Journal Year:
2023,
Volume and Issue:
11(6), P. 1124 - 1124
Published: June 20, 2023
Human
papillomavirus
(HPV)
vaccination
protects
against
six
types
of
cancer-cervical,
anal,
oropharyngeal,
penile,
vulvar,
and
vaginal.
In
the
United
States
(U.S.),
HPV
coverage
in
college
students
remains
low,
especially
Mid-South
region,
despite
highest
risk
infections
disease
burden.
However,
few
studies
have
assessed
among
here.
This
study
examined
factors
associated
with
explored
preferred
strategies
for
promoting
vaccination.
A
mixed-methods
design
comprising
a
cross-sectional,
self-report
online
survey
dyadic
virtual
interviews
was
conducted.
Simple
random
sampling
performed
to
recruit
total
417
undergraduate
aged
18-26
from
March
May
2021;
convenience
three
sex-matched
dyads
(four
female
two
male)
undergraduates
respondents
who
had
not
completed
vaccine
series
2021.
Binary
logistic
regression
analyses
showed
knowledge
perceived
barriers
were
contributing
both
male
students,
while
risks
hesitancy
only
students.
Findings
qualitative
content
analysis
identified
students'
at
multiple
levels
promotion,
corroborating
findings
study.
The
provide
implications
that
benefit
development
tailored
interventions
aimed
facilitating
catch-up
region.
There
is
an
urgent
need
further
research
implementation
effective
address
improve
uptake
this
population.