Virtual reality and gamification in marketing higher education: A review and research agenda

Detalhes bibliográficos
Autor(a) principal: Loureiro, S. M. C.
Data de Publicação: 2020
Outros Autores: Bilro, R. G., Angelino, F. J.
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10071/20761
Resumo: 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.
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spelling Virtual reality and gamification in marketing higher education: A review and research agendaVirtual realityGamificationEducationLearning processStudent engagementText-miningPurpose – 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.Emerald2020-10-01T08:43:55Z2021-01-01T00:00:00Z20212021-10-18T10:50:59Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10071/20761eng2444-969510.1108/SJME-01-2020-0013Loureiro, S. M. C.Bilro, R. G.Angelino, F. J.info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-09T17:24:25Zoai:repositorio.iscte-iul.pt:10071/20761Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T22:11:07.107849Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Virtual reality and gamification in marketing higher education: A review and research agenda
title Virtual reality and gamification in marketing higher education: A review and research agenda
spellingShingle Virtual reality and gamification in marketing higher education: A review and research agenda
Loureiro, S. M. C.
Virtual reality
Gamification
Education
Learning process
Student engagement
Text-mining
title_short Virtual reality and gamification in marketing higher education: A review and research agenda
title_full Virtual reality and gamification in marketing higher education: A review and research agenda
title_fullStr Virtual reality and gamification in marketing higher education: A review and research agenda
title_full_unstemmed Virtual reality and gamification in marketing higher education: A review and research agenda
title_sort Virtual reality and gamification in marketing higher education: A review and research agenda
author Loureiro, S. M. C.
author_facet Loureiro, S. M. C.
Bilro, R. G.
Angelino, F. J.
author_role author
author2 Bilro, R. G.
Angelino, F. J.
author2_role author
author
dc.contributor.author.fl_str_mv Loureiro, S. M. C.
Bilro, R. G.
Angelino, F. J.
dc.subject.por.fl_str_mv Virtual reality
Gamification
Education
Learning process
Student engagement
Text-mining
topic Virtual reality
Gamification
Education
Learning process
Student engagement
Text-mining
description 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.
publishDate 2020
dc.date.none.fl_str_mv 2020-10-01T08:43:55Z
2021-01-01T00:00:00Z
2021
2021-10-18T10:50:59Z
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language eng
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10.1108/SJME-01-2020-0013
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