| 1 |
The potential of 360 virtual reality videos and real VR for educationâa literature review |
303 |
2021 |
| 2 |
Immersive virtual reality for extending the potential of building information modeling in architecture, engineering, and construction sector: systematic review |
238 |
2022 |
| 3 |
Designing VR experiencesâexpectations for teaching and learning in VR |
201 |
2021 |
| 4 |
Motivational active learning: engaging university students in computer science education |
157 |
2014 |
| 5 |
Virtual reality in computer science education: A systematic review |
152 |
2020 |
| 6 |
An educational physics laboratory in mobile versus room scale virtual reality-a comparative study |
92 |
2017 |
| 7 |
The potential of augmented reality for digital twins: A literature review |
83 |
2022 |
| 8 |
Video games and their correlation to empathy: How to teach and experience empathic emotion |
78 |
2019 |
| 9 |
Immersive virtual reality for virtual and digital twins: A literature review to identify state of the art and perspectives |
71 |
2022 |
| 10 |
Tokenfication-The potential of non-fungible tokens (NFT) for game development |
67 |
2021 |
| 11 |
A practical experience on the use of gamification in MOOC courses as a strategy to increase motivation |
63 |
2016 |
| 12 |
Maroon VR: A room-scale physics laboratory experience |
63 |
2017 |
| 13 |
Educational gamified science simulations |
61 |
2014 |
| 14 |
The Potential of Virtual Reality for Computer Science Education - Engaging Students through Immersive Visualizations |
52 |
2021 |
| 15 |
The value of game prototyping projects for students and industry |
52 |
2016 |
| 16 |
The influence of In-VR questionnaire design on the user experience |
49 |
2021 |
| 17 |
Understanding the benefits of game jams: Exploring the potential for engaging young learners in STEM |
49 |
2016 |
| 18 |
Gesture-based interactions in video games with the leap motion controller |
45 |
2017 |
| 19 |
Two decades of game jams |
45 |
2021 |
| 20 |
Maroonvrâan interactive and immersive virtual reality physics laboratory |
44 |
2019 |
| 21 |
Video games, technology, and sport: The future is interactive, immersive, and adaptive |
41 |
2023 |
| 22 |
scoolâgame-based learning in computer science class: A case study in secondary education |
37 |
2019 |
| 23 |
# StayHome Playing LoL-Analyzing Playersâ Activity and Social Bonds in League of Legends During Covid-19 Lockdowns |
35 |
2021 |
| 24 |
Analyzing player networks in Destiny |
34 |
2018 |
| 25 |
Beyond the horizon: Integrating immersive learning environments in the everyday classroom |
34 |
2021 |
| 26 |
Games and the Metaverse |
33 |
2022 |
| 27 |
Design and evaluation of a learner-centric immersive virtual learning environment for physics education |
32 |
2013 |
| 28 |
Evaluating experiences in different virtual reality setups |
32 |
2016 |
| 29 |
Inside the group: Investigating social structures in player groups and their influence on activity |
32 |
2018 |
| 30 |
Enhancing online and mobile experimentations using gamification strategies |
31 |
2015 |
| 31 |
Immersive learning in real VR |
31 |
2020 |
| 32 |
Beyond Gaming: The Potential of Twitch for Online Learning and Teaching |
29 |
2021 |
| 33 |
Understanding physical concepts using an immersive virtual learning environment |
28 |
2012 |
| 34 |
MythHunter: gamification in an educational location-based scavenger hunt |
27 |
2017 |
| 35 |
Group forming processes-experiences and best practice from different game jams |
26 |
2015 |
| 36 |
Room scale virtual reality physics education: Use cases for the classroom |
26 |
2020 |
| 37 |
Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny |
25 |
2016 |
| 38 |
Interdisciplinary and international game projects for creative learning |
24 |
2016 |
| 39 |
Comparing the structures and characteristics of different game social networks-the steam case |
22 |
2021 |
| 40 |
Improving physics education through different immersive and engaging laboratory setups |
22 |
2017 |
| 41 |
Location-based Mobile Application Creator creating educational mobile scavenger hunts |
21 |
2014 |
| 42 |
The potential of virtual reality for aerospace applications |
21 |
2022 |
| 43 |
When a Pandemic Enters the Game: The Initial and Prolonged Impact of the COVID-19 Pandemic on Live-Stream Broadcasters on Twitch |
21 |
2022 |
| 44 |
GameStory Task at MediaEval 2018 |
20 |
2018 |
| 45 |
The influence of realism on the sense of presence in virtual reality: Neurophysiological insights using EEG |
20 |
2024 |
| 46 |
Do influencers influence?âanalyzing playersâ activity in an online multiplayer game |
19 |
2020 |
| 47 |
Implementation and evaluation of a collaborative learning, training and networking environment for start-up entrepreneurs in virtual 3D worlds |
18 |
2011 |
| 48 |
Motivational active learning in blended and virtual learning scenarios: engaging students in digital learning |
18 |
2018 |
| 49 |
Social aspects of the game development process in the Global Gam Jam |
18 |
2018 |
| 50 |
Levels of immersive teaching and learning: Influences of challenges in the everyday classroom |
17 |
2023 |
| 51 |
How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2 |
15 |
2016 |
| 52 |
Virtual reality and educationâthe steam panorama |
15 |
2022 |
| 53 |
Work-in-progressâconceptual framework for user interface in virtual reality |
14 |
2020 |
| 54 |
Expectations of the generation NeXt in higher education: Learning engagement approaches in information sciences subjects |
13 |
2015 |
| 55 |
Immersive and engaging forms of virtual learning |
13 |
2017 |
| 56 |
Project Beyond: An Escape Room Game in Virtual Reality to Teach Building Energy Simulations |
13 |
2024 |
| 57 |
The Virtual TEAL World-An Interactive and Collaborative Virtual World Environment for Physics Education |
13 |
2013 |
| 58 |
Toxicity in twitch live stream chats: Towards understanding the impact of gender, size of community and game genre |
13 |
2023 |
| 59 |
VRChances: An immersive virtual reality experience to support teenagers in their career decisions |
13 |
2024 |
| 60 |
Games for bci skill learning |
12 |
2017 |
| 61 |
The panorama of steam multiplayer games (2018-2020): A player reviews analysis |
12 |
2022 |
| 62 |
XR technologies to enhance the emotional skills of people with autism spectrum disorder: A systematic review |
12 |
2024 |
| 63 |
Social network analysis of the global game jam network |
11 |
2017 |
| 64 |
Virtual reality applications for the treatment of anxiety and mental disorders |
11 |
2021 |
| 65 |
Virtual reality in small and medium-sized enterprises: A systematic literature review |
11 |
2022 |
| 66 |
Femquest-an interactive multiplayer game to engage girls in programming |
10 |
2024 |
| 67 |
sCool-Game based learning in STEM education: A case study in secondary education |
10 |
2018 |
| 68 |
STEM learning experiences in VRâchallenges and recommendations from the learnersâ and teachersâ perspective |
10 |
2021 |
| 69 |
A Computer-Supported Collaborative Learning Environment for Computer Science Education |
9 |
2024 |
| 70 |
Advancing physics learning through traversing a multi-modal experimentation space |
9 |
2015 |
| 71 |
Beyond the individual: Understanding social structures of an online player matchmaking website |
9 |
2019 |
| 72 |
GameDevDojo-An educational game for teaching game development concepts |
9 |
2024 |
| 73 |
Individual versus collaborative learning in a virtual world |
9 |
2016 |
| 74 |
Interactive Science Fiction Prototyping in Virtual Worlds: Fundamentals and Applications |
9 |
2014 |
| 75 |
Jamming across borders: An exploratory study |
9 |
2020 |
| 76 |
Rafet Sifa, and Anders Drachen. 2019 |
9 |
2019 |
| 77 |
sCool-a mobile flexible learning environment |
9 |
2018 |
| 78 |
Virtual reality STEM education from a teacherâs perspective |
9 |
2019 |
| 79 |
Application Domains for a Location-based Mobile Application Creator |
8 |
2015 |
| 80 |
3d progressive education environment for s-bpm |
7 |
2014 |
| 81 |
A qualitative investigation to design empathetic agents as conversation partners for people with autism spectrum disorder |
7 |
2024 |
| 82 |
Evaluating large language models through communication games: An agent-based framework using werewolf in unity |
7 |
2025 |
| 83 |
Immersive Learning Research Network |
7 |
2019 |
| 84 |
The influence of visual representation factors on bio signals and its relation to Presence in Virtual Reality Environments |
7 |
2022 |
| 85 |
Virtual reality STEM education from a teacherâs perspective. In iLRN 2019 London |
7 |
2019 |
| 86 |
An asymmetric multiplayer learning environment for room-scale virtual reality and a handheld device |
6 |
2023 |
| 87 |
Ptd: Player type design to foster engaging and playful learning experiences |
6 |
2017 |
| 88 |
Using persuasive system design principles to evaluate two next generation digital learning environments |
6 |
2016 |
| 89 |
Virtual worlds for 3d visualizations |
6 |
2015 |
| 90 |
Application Scenarios of Interactive Science Fiction Prototyping in Virtual Worlds for Education |
5 |
2014 |
| 91 |
Game-Based Motivation: Enhancing Learning with Achievements in a Customizable Virtual Reality Environment |
5 |
2024 |
| 92 |
Optical Character Recognition of Old FontsâA Case Study |
5 |
2016 |
| 93 |
Social interactions in game jams: a jammer recommender tool |
5 |
2019 |
| 94 |
SteamVis: A tool for collecting and analyzing data of the game distribution platform Steam |
5 |
2023 |
| 95 |
A Literature Review and Taxonomy of In-VR Questionnaire User Interfaces |
4 |
2024 |
| 96 |
An interactive chess-puzzle-simulation for computer science education |
4 |
2022 |
| 97 |
âTiny Biome Talesâ: A gamified review about the influence of lifestyle choices on the human microbiome |
4 |
2024 |
| 98 |
Digital communication tools in private and professional environments |
4 |
2022 |
| 99 |
Exploratory and collaborative learning experience in immersive environments: implementation and findings from an archaeological domain |
4 |
2016 |
| 100 |
On the Influence of Reviews on Play Activity on Steam-A Statistical Approach |
4 |
2023 |
| 101 |
Preface to the Special Issue on Immersive Environments: Challenges, Research and New Developments |
4 |
2016 |
| 102 |
The quirks of being a wallflower: Towards defining lurkers and loners in games through a systematic literature review |
4 |
2021 |
| 103 |
Analysis of Empathic Experiences in Video Games with Microblogging |
3 |
2023 |
| 104 |
Collaborative programming exercises in virtual worlds |
3 |
2014 |
| 105 |
Enhanced assessment approaches in immersive environments: meeting competency-oriented requirements in the classroom |
3 |
2018 |
| 106 |
Exploratory and social learning in 3D virtual worlds |
3 |
2015 |
| 107 |
Game jam organisation |
3 |
2022 |
| 108 |
Iterative evaluation of a virtual three-dimensional environment for start-up entrepreneurship in different application scenarios |
3 |
2012 |
| 109 |
Pattern-oriented approaches for design-based research in collaborative research projects: a knowledge maturing perspective |
3 |
2016 |
| 110 |
Science fiction prototyping: flexible settings in immersive environments |
3 |
2013 |
| 111 |
Social network analysis in games user research |
3 |
2018 |
| 112 |
Testing of human reactions during braking manoeuvres combining a physical test bed with virtual reality |
3 |
2022 |
| 113 |
The Application of Procedurally Generated Libraries in Immersive Virtual Reality |
3 |
2024 |
| 114 |
AI Agents: Design and Evaluation of Gamified Conversational Agents |
2 |
2025 |
| 115 |
Analyzing Player Networks in Destiny. Entertainment Computing 25 (March 2018), 71â83 |
2 |
2020 |
| 116 |
Analyzing player networks in Destiny. Entertainment Computing 25, September 2016 (2018), 71â83 |
2 |
2020 |
| 117 |
A NO VEL CONCEPT FOR VIRTUAL REALITY ENHANCED BUILDING ENERGY MODELLING |
2 |
2022 |
| 118 |
Country as a proxy for culture? An exploratory study of players in an Online Multiplayer Game |
2 |
2024 |
| 119 |
Exploring the (Placebo) Effect of an AI-Powered Dialogue System on Player Experience |
2 |
2025 |
| 120 |
Future directions for visualisation |
2 |
2014 |
| 121 |
ILRN 2018 Montana |
2 |
2018 |
| 122 |
Immersive Education |
2 |
2015 |
| 123 |
Interdisciplinary communication training in a learning factory environment to enforce the digital transformation in producing SMEs |
2 |
2023 |
| 124 |
Motivational Active Learning: Engaging University Students in Computer Science Education (ITiCSE'14) |
2 |
2014 |
| 125 |
Motivational active learning for computer science education |
2 |
2014 |
| 126 |
Open Source for Video Games â A Shortlist of Game Engines |
2 |
2020 |
| 127 |
Politics in Games--An Overview and Classification |
2 |
2024 |
| 128 |
Steiner Christina M., Gutl Christian, Albert Dietrich, Dengel Andreas. Advancing Physics Learning Through Traversing a Multi-Modal Experimentation Space |
2 |
2015 |
| 129 |
Tokenfication-The Potential of Non-Fungible Tokens (NFT) for Game Development. Association for Computing Machinery, New York, NY, USA, 152â157 |
2 |
2022 |
| 130 |
VRTeaching: a tool for virtual reality remote lectures |
2 |
2025 |
| 131 |
Work-In-ProgressâExploring the Feasibility of Using Hand Tracking in VR Application for Memory Training Exercises |
2 |
2022 |
| 132 |
Advancing Game Design with eye-tracking and think-aloud studies |
1 |
2015 |
| 133 |
An Immersive Laboratory Environment for a Customized Learning Experience |
1 |
2023 |
| 134 |
A Time-and Space-Efficient Adaptation of the Space Foundation System for Digital Games |
1 |
2025 |
| 135 |
BEYOND building physics-pilot testing of a novel virtual reality-learning environment |
1 |
2024 |
| 136 |
Game jam resources |
1 |
2022 |
| 137 |
Immersive Learning Research Network: Third International Conference, iLRN 2017, Coimbra, Portugal, June 26â29, 2017. Proceedings |
1 |
2017 |
| 138 |
Learning in Collaborative and Motivational Virtual Environments |
1 |
2015 |
| 139 |
Social Presence in Virtual Reality: A Comparative Study of AI NPCs and Human Instructors |
1 |
2025 |
| 140 |
The influence of isolation on learning in an immersive laboratory environment |
1 |
2023 |
| 141 |
The Potential of 360-Degree Virtual Reality Videos and Real VR for Education-A Literature |
1 |
2022 |
| 142 |
Virtual Climate Activation: A Framework Approach to Sustainable Food Consumption in Games |
1 |
2024 |
| 143 |
VR4UrbanDev: An Immersive Virtual Reality Experience for Energy Data Visualization |
1 |
2024 |
| 144 |
An Adaptive Virtual Lab Environment for Educator-Driven Web Integration |
0 |
2025 |
| 145 |
Assist Me!âA Smartwatch Mobile Application for Early and Middle-Stage Alzheimerâs Care |
0 |
2025 |
| 146 |
Cash Action: An Educational Multiplayer Game for Teaching Financial Concepts |
0 |
2025 |
| 147 |
CECILIA: A Toolkit for Visual Game Content Exploration and Modification |
0 |
2025 |
| 148 |
DriveQuestâEnhancing In-Car Navigation through the Use of Gamification and Augmented Reality |
0 |
2025 |
| 149 |
Dynamic Difficulty Adjustment in Serious Games: A Literature Review |
0 |
2026 |
| 150 |
Empathy Microblog An Online Tool for Training and Experiencing Empathy |
0 |
2023 |
| 151 |
Evaluating the Generative Space of Procedural Narrative Generators |
0 |
2024 |
| 152 |
EWAâA Web-Based Awareness Creation Tool for Change Impact on Water Supply |
0 |
2024 |
| 153 |
Exploring the Application of Virtual Reality in Mechanical Engineering Education |
0 |
2025 |
| 154 |
Exploring the Potential of an AI-Based Twitch Moderation and Toxicity Detection Bot |
0 |
2025 |
| 155 |
Gamification of Hydraulic Modeling to Create Awareness for the Effects of Climate Change and Urbanization on Water Supply |
0 |
2023 |
| 156 |
Integrating the EWA Tool into Teaching and Raising Awareness of Water Supply Challenges |
0 |
2025 |
| 157 |
Interaction Design for Exploring Complex Urban Data With Digital Twins in Virtual Reality |
0 |
2025 |
| 158 |
Investigating Trading Mechanisms as a Driver for User Experience in Racing Games |
0 |
2024 |
| 159 |
Large language model evaluating theory of mind tasks in a gamified environment |
0 |
2025 |
| 160 |
Large language models for autism: evaluating theory of mind tasks in a gamified environment |
0 |
2025 |
| 161 |
Merging Neural Networks with Traditional Evaluations in Crazyhouse |
0 |
2023 |
| 162 |
Reasoning Capabilities of Large Language Models in Games |
0 |
2025 |
| 163 |
Seamlessly Integrating Forces into the Environment: A Flying Augmented Drone Ball for Superhuman Sport |
0 |
2025 |
| 164 |
Shaping the Future of Games in Society: Insights from a Dagstuhl Perspectives Workshop |
0 |
2025 |
| 165 |
Stay and Play-Modeling Social Influence of Players in the Steam Gaming Community |
0 |
2025 |
| 166 |
Targeting Muscular Dystrophy with Serious Games for Exercise Rehabilitation Based on Mixed Reality |
0 |
2025 |
| 167 |
The Elusive âGaming Cultureâ: Assessing Cluster Stability of Players' Experience from 26 Countries |
0 |
2025 |
| 168 |
The Future of Games in Society (Dagstuhl Perspectives Workshop 25102) |
0 |
2025 |
| 169 |
Training compact language models for artificial emotional intelligence: from bluffing to trust in a social deduction game |
0 |
2025 |
| 170 |
Transformationen in der Lehre-Virtual Reality Laboraufgabe in der Technischen Chemie |
0 |
2023 |
| 171 |
Tutorial Generation For Virtual Reality from Example Playtroughs |
0 |
2024 |
| 172 |
UnityAccessibilityToolkit (UA11Y): Developer Tool and Roadmap to Make Games More Accessible for People with Vision Impairments |
0 |
2024 |
| 173 |
Using Vertical Dynamics Actuators in the Car as Haptic Feedback for Entertainment Applications |
0 |
2025 |
| 174 |
VRTeaching: Mental and Psychophysiological Effects in Virtual Reality Remote Lectures |
0 |
2025 |