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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The use of gamification and virtual reality in higher education: A literature review</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Kristina Nagel</string-name>
          <email>Kristina.nagel@ux-researchgroup.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maria Rauschenberger</string-name>
          <email>maria.rauschenberger@hs-emden-leer.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>8th International GamiFIN Conference 2024</institution>
          ,
          <addr-line>GamiFIN 2024</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University Sevilla</institution>
          ,
          <addr-line>C. San Fernando 4, 41004 Seville</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of applied sciences Emden/Leer</institution>
          ,
          <addr-line>Constantiaplatz 4, 26723 Emden</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <fpage>47</fpage>
      <lpage>54</lpage>
      <abstract>
        <p>This paper summarizes findings from a systematic literature review about how gamified virtual reality (VR) is used in the context of higher education. We analyzed 12 unique studies to understand their context, how they applied gamification, and the lessons learned. Our results reveal a research gap especially outside STEM subjects. Additionally, we found the main number of studies do not follow gamification standards, making it tough to compare and reproduce their results. Also, we noticed a shift from the conventional “points-badges-leaderboard” approach that was popular in earlier research, to a more diverse use of game elements in gamified VR applications for higher education. This paper provides a clear overview of the current state of gamified VR in higher education, providing practical insights for researchers and practitioners.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Gamification</kwd>
        <kwd>game elements</kwd>
        <kwd>virtual reality</kwd>
        <kwd>higher education</kwd>
        <kwd>literature review</kwd>
        <kwd>slr 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Integrating gamification into education or utilizing
virtual reality (VR) for educational purposes are not
recent innovations. The application of gamification
principles in educational settings is an established
practice [
        <xref ref-type="bibr" rid="ref1 ref30">1</xref>
        ][
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and the use of VR for educational
settings has been prevalent since the introduction of
consumer VR products at the latest [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ][
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        Gamification entails the application of game
elements and principles in non-game contexts to, e.g.,
motivate and engage learners [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Game elements are
defined as “elements that are characteristic to games —
elements that are found in most (but not necessarily all)
games” [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. In education, VR immerses users in
simulated environments, offering unique and
interactive learning experiences [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. This approach
yields great advantages for learning, including
enhanced enjoyment and communication, as well as
improved collaboration [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>Nevertheless, the simultaneous utilization of both
concepts for learning in higher education holds
promise but appears to be less common. Conducting a
literature review is valuable for pinpointing both
existing pitfalls and potential solutions in the
development of new VR applications that integrate
gamification for educational purposes.</p>
      <p>In this paper, we provide an overview of current
research concerning the integration of gamification
and VR in higher educational contexts, investigate the
game elements which are utilized in gamified higher
0000-0002-8625-4903 (K. Nagel); 0000-000-5722-576X (M.
Rauschenberger);
© 2024 Copyright for this paper by its authors. The use permitted under
Creative Commons License Attribution 4.0 International (CC BY 4.0).
education VR applications, and identify research gaps
in the implementation of gamification and VR in higher
education. By synthesizing current research, we aim to
present an understanding of the state-of-the-art
practices and their implications in higher educational
settings.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related work</title>
      <p>
        Several literature reviews surrounding the topics
gamification, e-learning, or VR were conducted in
recent years: For example, [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] analyzed research on
the topic of eLearning in a higher education context.
They found, that most current studies use a
quantitative research approach and that the focus of
elearning research has shifted over the years from
“integration of e-learning into higher education is
demanding issue” in 2011 to “development of
customized e-learning environments according to
learners’ needs” in 2019.
      </p>
      <p>
        The maturity of Virtual Reality (VR) has made it a
reliable option for educational approaches that are
now being increasingly utilized. Hence, [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] reviewed
38 studies using VR in higher education. Their results
criticize the focus on usability instead of learning
outcome, emphasizing that VR is predominantly in an
experimental stage, and has not been effectively
incorporated in the daily teaching routine. They did
not analyze the details of gamification or game-based
learning in the studies but focused more on the applied
learning theories and research methodologies in
general.
      </p>
      <p>
        However, the use of gamification for educational
purposes is still a popular research topic. For example,
the literature review of [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] about gamification for
learning purposes in general found 128 research
papers regarding the topic. They analyzed, e.g.,
affordances, psychological, and behavioral outcomes
of empirical studies. 5 of 128 studies used some kind
of virtual world as a gamification element. However, it
is not specified, whether these virtual worlds are part
of VR or just any kind of virtual environment. In
another review, [
        <xref ref-type="bibr" rid="ref1 ref30">1</xref>
        ] analyzed studies about
gamification frameworks in different learning
environments. They had a closer look on the study
contexts and the game design elements that were used
to enhance learning. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] reviewed studies about
gamification more specifically in Massive Open Online
Courses and found that gamification can be a possible
solution to the problem of a high no-show and a low
retention rate. To sum up, to the best of our knowledge
there is no review about the use of gamification and VR
in higher education contexts that provides an
overview of the current situation.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Methodology</title>
      <p>
        We followed an established process for systematic
literature reviews [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] to answer the following research
questions:
RQ1 In which use cases are gamification and VR for
higher education applied?
RQ2 What kind of gamification is used in
combination with VR for higher education?
RQ3 What are the learnings and recommendations
from the use of gamification and VR for higher
education?
      </p>
      <p>To answer these research questions, we analyzed
peer reviewed research papers that provide example
applications of a combination of gamification and
virtual reality in a higher education context. We
identified relevant papers by applying the following
search-string:
“Gamif*” AND (“Virtual Reality” OR “VR”
OR “Virtuality” OR “Mixed Reality”) AND
(“higher education” OR “university” OR
“college” OR “students”)</p>
      <p>The search string has been adjusted to the search
engines of the databases IEEE Xplore, ACM,
SpringerLink and Science Direct. For IEEE Xplore, ACM
and Springer link, we applied the search as a full text
search, for Science Direct we used the option to restrict
the search to title, keywords and abstract. We only
considered publications from 2016 to 2022, to ensure
current relevance. Figure 1 shows the selection
process of relevant papers from the search results.</p>
      <p>
        We used the SLR tool from Hinderks et al. [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] to
manage the search results and to support the selection
process. The SLR Tool offers the functionality to apply
an extended search to all papers within a project.
Scientific databases have a variety of differing search
and filter algorithms. With the extended search, we
applied the same search string for title, keywords and
abstract of all identified papers (  0 = 4246) and
ended up with   1 = 20 papers for the manual scanning
process. We applied the following inclusion and
exclusion criteria at the screening process:
In1
In2
Ex1
Ex2
Ex3
Ex4
Ex5
Ex6
      </p>
      <p>The paper describes a practical application of
gamification and virtual reality in a higher
education learning context
In2 Paper containing a literature review that
aligns with inclusion criteria 1 is retained for
the snowballing process.</p>
      <p>The paper does not specify the target group as
higher education
The paper does not actually apply gamification
or serious games concepts
The paper does not actually use VR
The paper does not describe the use of the
gamification strategy in detail
The paper is not about a practical project
The paper focuses on exergaming/sports or
therapy/rehabilitation/behavior change</p>
      <p>We identified   4 = 6 relevant papers for
snowballing. Snowballing in a SLR involves recursively
exploring references of identified papers to discover
additional relevant studies. We applied backward
snowballing (references used in the already identified
papers) and forward snowballing (papers, that
reference the already identified papers). This process
led us to  = 7 additional papers. Finally, we considered
  5 = 13 papers for the analysis.</p>
      <p>
        A recent study showed that gamification project
reports are not standardized [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. For example, the
used game elements are often ambiguously defined
among various studies. Which means, two papers may
name a game element similarly but have different
meanings (e.g., one might use points as a form of
currency, while another uses them in a reward system)
or two papers may name a game element differently
but mean the same (e.g., points or score for the
performance measurement). To address this issue, we
decided to use the gamification codebook [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] as an
analysis tool to ensure a uniform analysis of the
applied game elements. The gamification codebook
contains a list of game elements with a descriptive
definition of each element and is supposed to help
gamification practitioners to choose the best game
elements for their project [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. By using it as an
analysis tool, we apply one wording and description to
all papers. We had to add some game elements, that are
not included in the gamification codebook neither by
name nor definition.
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. Results</title>
      <p>
        The  = 13 papers describe  = 12 individual studies
(see Table 1). One study includes two papers [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ][
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
Although exclusion criteria Ex6 excludes papers with
focus on exergaming from the study, we kept the
exergame of S6 because the proposed outcome of
playing the game is learning and not fitness or doing
sport. The studies were analyzed with focus on the
research questions and the results are presented in the
following sections. We refer to each analyzed study by
the ID assigned in Table 1, column “Paper ID”.
Use case scope
      </p>
      <sec id="sec-4-1">
        <title>Serious game</title>
      </sec>
      <sec id="sec-4-2">
        <title>Virtual lab environment</title>
      </sec>
      <sec id="sec-4-3">
        <title>Full laboratory exploration and training</title>
      </sec>
      <sec id="sec-4-4">
        <title>Single task application</title>
      </sec>
      <sec id="sec-4-5">
        <title>VR instructional modules</title>
      </sec>
      <sec id="sec-4-6">
        <title>Exergame/Serio us game</title>
      </sec>
      <sec id="sec-4-7">
        <title>Mobile Android</title>
        <p>platform
application</p>
      </sec>
      <sec id="sec-4-8">
        <title>VR exploration application + mini games</title>
      </sec>
      <sec id="sec-4-9">
        <title>Learning module</title>
      </sec>
      <sec id="sec-4-10">
        <title>Non-immersive</title>
      </sec>
      <sec id="sec-4-11">
        <title>VR learning module</title>
      </sec>
      <sec id="sec-4-12">
        <title>Learning module</title>
      </sec>
      <sec id="sec-4-13">
        <title>Serious game</title>
        <sec id="sec-4-13-1">
          <title>4.1. Use case attributes</title>
          <p>To answer RQ1 - In which use cases are
gamification and VR for higher education applied?,
we analyzed the studies application area, the goal of
the studies and the scope of the studies (see Table 1).
Most of the studies ( = 9) are in the area of computer
sciences (see Table 1, column “Subject area”). The rest
of the studies are also for STEM relevant courses: S1
and S7 are set in medical education, S2 in chemical
engineering, and S3 in biomedical. The objectives of the
studies exhibit a wider variety and heterogeneity (see
Table 1, column “Use case goal”). Although most of
them ( = 10) aim to increase or support learning,
teaching, or understanding of the individual topics (S1,
S2, S3, S4, S5, S6, S8, S9, S10, and S11), increasing
motivation, engagement and interactivity is also
relevant for  = 4 studies (S1, S6, S7, S12). S2
additionally aims to provide equal access to expensive
equipment with the use of VR, thereby supporting
practical learning. In contrast, the scope of the studies
is very diverse (see Table 1, column “Use case scope”):
In S4 a single task application is developed and S9 and
S10 are describing learning modules. S5 presents
virtual reality instructional modules, while S2, S3 and
S8 provide some form of laboratory exploration
scenarios. Besides that, S1, S6 and S11 utilize full
serious games, one of which is an exergame (S6).
Lastly, S12 proposes a framework consisting of three
individual modules.</p>
        </sec>
        <sec id="sec-4-13-2">
          <title>4.2. Gamification strategies</title>
          <p>To answer RQ2 - What kind of gamification is used
in combination with VR for higher education? we
examined the use of gamification at two different
levels. Initially, we identified the overall gamification
strategy employed in each study. Meaning, if the study
followed a certain gamification design framework,
used gamification tools, or followed an approach that
was not specifically designed for gamification and if so:
Did they specify how they choose their game
elements? The second level examines unique game
elements, that are applied in the analyzed studies.</p>
          <p>
            Our results show that no standards for reporting
gamification are used.  = 4 studies gave no definition
of the used process (S2, S7, S8, S12). S4 named their
strategy “play and learn” but gave no definition as to
what this strategy includes.  = 2 studies used
previously developed games (S3, S11), one of which
did not give details in the analyzed paper (S3). The
details to the game elements had to be extracted from
another paper [
            <xref ref-type="bibr" rid="ref26">26</xref>
            ]. The rest of the studies named
some kind of underlying process or concept ( = 3 used
some form of constructivism (S5, S9, S10), S6 used
game-based-learning and S1 ASSURE instructional
design), but no study elaborated further on why they
specifically choose the game elements, they ended up
using.
          </p>
          <p>The reporting of the used game elements is mostly
not very detailed: Only one of the analyzed studies
gave a distinct list of the used game elements with
definitions (S2).  = 3 studies described the used game
elements in more detail in the text (S1, S5, S10) and 
= 3 studies at least described parts of the used
gamification (S8, S9, S12). Hence, we needed to
identify most of the used game elements by analyzing
descriptive texts and images of the applications. It is
possible, that the lists are incomplete, because there
were not enough information to identify all game
elements used. For instance, if a text did not mention
any sound effects, we were unable to account for them
in our analysis, regardless of their potential presence
in some application.</p>
          <p>
            All in all,  = 40 individual game elements were
used in den studies (see appendix 1). From these,  =
17 game elements were used in only one study. In
contrast to other research, the most used game
elements are not points, badges and leaderboards
[
            <xref ref-type="bibr" rid="ref11">11</xref>
            ][
            <xref ref-type="bibr" rid="ref2">2</xref>
            ][
            <xref ref-type="bibr" rid="ref8">8</xref>
            ][
            <xref ref-type="bibr" rid="ref11">11</xref>
            ], but game environments and
Visuals/Graphics ( = 11 each), and interactivity ( =
9). Followed by learning and voluntary approach ( = 8
each) and the use of a tutorial ( = 7).
          </p>
          <p>Not all game elements that were explicitly
described are defined in the gamification codebook.
However, since many game elements are not described
at all, we want to emphasize these elements as
important enough for the researchers to be mentioned.
Overall, we identified 8 game elements that we could
not match to a game element from the gamification
codebook:
• Narrator/Guide
• Quiz
• Interface/Character Control
• Mini-Games
• Game Mechanics
• Virtual World
• Virtual Instructor
• Non-Playable Character</p>
          <p>Furthermore, one study emphasized the
personalization of the feedback game element, which
was described in the gamification codebook, but
without the individualization.</p>
        </sec>
        <sec id="sec-4-13-3">
          <title>4.3. Results of the studies</title>
          <p>To answer RQ3 - What are the learnings and
recommendations from the use of gamification
and VR for higher education? we had a look at the
limitations and recommendations of the analyzed
studies. Based on these, we can recommend best
practices that proved to be useful, as well as things to
avoid, because they may have caused bigger or smaller
problems.</p>
          <p>Several of the analyzed studies listed at least one
limitation of their project. For example, S7 was not
tested yet. Hence, the results of S7 are to be taken with
caution. Other limitations of the studies lead to more
clear recommendations for future studies. Thereby,
creating valuable learning for other researchers. S2
and S3 both acknowledge the difference in technical
affinity and experience for potential users. While S2
only had test-users with prior VR experience, S3 sees a
challenge with the technical affinity of users in general.
Hence, we found that potential gamified higher
education VR applications should be tested with
techinexperienced users to ensure the usability not only
for a subgroup among the students. This would
become especially important for applications outside
the field of computer sciences. After all, one could
argue, that a certain technical experience could be a
requirement for students in technical courses. S4
warns of health issues like motion sickness. They
recommend using their app no longer than 10 minutes.
The time-constraint could affect sustainable learning
and is not feasible for all application scenarios.
However, it serves as an important reminder that
accessibility and safety must be considered.
Furthermore, S8 and S9 show a rather small number of
participants ( = 6 and  = 14). To generalize findings
of user studies and avoid bias, a larger number of
testusers is needed. Especially, since we should consider
various skill-levels and characteristics of potential
users.</p>
          <p>The analyzed studies offer more insights by
recommending future steps for their own research or
more generalized learnings:</p>
          <p>In general, S2 sees their application only as a
supplement and not as a replacement for in-person
training. The potential of gamified VR applications for
higher education still offers research potential.
Furthermore, S2 also recommends additional
familiarization training for VR applications. S12
recommends including comparison studies when
evaluating VR applications with non-VR versions.</p>
          <p>More detailed recommendations are provided for
specific aspects of gamified VR applications in higher
education. S4 and S10 both recommend the use of
levels, S3, S8 and S10 underline the importance of
high-quality graphics and animations. S3 also advise
for a neutral guide who is not the lecturer, the use of
cooperative features and friendly competition, as well
as tactile feedback and input mechanisms. All in all,
they suggest utilization of interactive items. S10 and
S11 recommend making use of time constraints, by
adding time limits or real time feedback. S11 also
suggests doing an AI integration in future research.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Discussion</title>
      <p>In the following section, we discuss the results of our
research in relation to our research questions and
present implications for future research.</p>
      <sec id="sec-5-1">
        <title>5.1. Implications from use case attributes</title>
        <p>
          The results of RQ2 show little variation in applied
research areas. All analyzed studies were done in
STEM or STEM-related subjects. This leaves
interesting potentials for other application areas, such
as visiting historic sites for archaeology or history
students, immersive scenarios for pedagogical or
social studies, or interactive experiences for liberal
arts students. Another literature review that focused
on VR applications for higher education also identified
a high amount of STEM or STEM-related subjects (over
60% of the analyzed studies) [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]w. However, they also
identified a few studies in other application areas (5%
nursing and art each). This is in line with our research
and underlines a research gap for future studies in
more research areas.
        </p>
        <p>In contrast to the consistent application areas, the
diverse application scopes we identified could pose a
challenge in comparing the employed gamification
approaches. However, since we do not aim to evaluate
the single studies but are more interested in their
individual approaches, we do not expect a relevant
impact on our results.</p>
      </sec>
      <sec id="sec-5-2">
        <title>5.2. Implications from applied gamification</title>
        <p>
          Recent research has demonstrated that numerous
standards for gamification development and reporting
exist in form of various gamification frameworks or
processes [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ]. Researchers are encouraged to utilize
these standards to ensure comparability of studies and
unambiguous understandings of results [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ].
However, the findings from RQ2 indicate that these
standards were not employed in our sample. This
absence was noted both in the development of
gamification strategies and in the reporting of game
elements.
        </p>
        <p>
          Many of our analyzed studies did not give a distinct
list or description of applied game elements. Hence, it
is not only possible, but likely, that our results about
the use of individual game elements is not
comprehensive. For example, only one study reports
the use of music and two report the use of sound
effects. However, although sound is of less importance
in VR application than for non-VR ones, it is still an
important and commonly used feature [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ]. We
presume the possibility, that more studies used sound
but may not felt the necessity to mention it. Maybe they
found it too obvious, or they did not describe any game
elements at all and the used game elements were
identified by analyzing images, which can obviously
not convey sound. Similar challenges are possible for
the other game elements as well. The use of standards
for game element reporting and definition would have
increased the reliability and integrity of this and
similar analyses.
        </p>
        <p>The most used game elements we identified (Game
Environment and Graphics/Visuals) could be due to the
VR setting. When developing a VR application, simply
being immersed in the VR setting often inherently
creates a game-like environment. Furthermore, the VR
is mostly built based on game-like graphics, except for,
e.g., 360°-video environments. Hence, these signature
game elements are also somehow signature elements
of VR and not necessarily due to the gamification of the
applications. Interactivity, which is the second most
identified game element, is also close at hand when
developing a VR application, but VR also allows for the
user to take a more spectating role. However, the
advantages of practical learning are widely known, so
utilizing interactivity to support practical learning in
VR comes naturally. Since the analyzed studies all
revolve around education applications, the high
percentage of applications that support the game
element of learning is not surprising. Nevertheless, it is
noteworthy that a high number of applications build
upon the voluntary approach concept, because higher
education offers an easy opportunity to make the use
of an application mandatory, which was mostly
omitted. However, it is possible, that the voluntary
approach is due to the evaluation of new concepts and
more mandatory applications may be developed in the
future. The change over the next periods of time
remain to be seen.</p>
        <p>The next most used game element was the
integration of some kind of tutorial. In higher
education contexts, it is important that everyone is
able to use the learning materials. Hence, to have a
tutorial is important for the inclusion of all students
that are not used to VR applications, yet. Furthermore,
in complex scenarios it can be necessary to prevent
frustration due to basic control issues. Thereby, the
students can focus on the learning content instead of
struggling with the controls. We recommend the
integration of an (optional) tutorial for future gamified
higher education VR applications to ensure the access
and usability for all students.</p>
        <p>
          All in all, our results show that there is no “how-to”
structure for gamified VR applications for higher
education. This is in line with other research, that
shows heterogeneous gamification scenarios and
many variations of game element usages [
          <xref ref-type="bibr" rid="ref1 ref30">1</xref>
          ]. Thereby,
we show a development in gamification research,
away from the criticized simplified and almost
exclusive use of points, badges and leaderboards which
was sometimes dismissively called pointsification [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ].
The increased variation of the used game elements
give more justice to the vast world of games and may
develop even further in the future.
        </p>
      </sec>
      <sec id="sec-5-3">
        <title>5.3. Learnings and recommendations</title>
        <p>For RQ3, we explored the limitations, learnings, and
recommendations of the analyzed papers authors.
Thereby, our results offer insights into
difficult-tomeasure qualitative experiences of each study.</p>
        <p>
          The limitations of the analyzed studies are, in some
cases, quite severe, thereby raising concerns about the
overall quality of the research. Standardized
approaches for development and reporting could
create comparability and trust of the results, as well as
avoiding errors from external factors [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ].
        </p>
        <p>All in all, the recommendations and learnings of the
analyzed studies show high potentials and various
possibilities for future research. On one hand, there is
still a need for generalized research like the
comparison between VR and non-VR or the potential
of VR as a replacement for in-person training. On the
other hand, there are some very detailed findings for
single game elements and their applicability.</p>
      </sec>
      <sec id="sec-5-4">
        <title>5.4. Conclusion &amp; future work</title>
        <p>In this study, we conducted a systematic literature
review on a total of 12 studies that implemented
gamified VR applications for higher education. Our
findings provide an overview of current research,
revealing numerous opportunities for future
investigation. We successfully identified several
research gaps, that merit further exploration: For
instance, the application area of gamified VR in higher
education closely revolves around STEM and
STEMrelated topics, although gamification and VR also offer
numerous chances for every other subject area as well.
Furthermore, we identified a list of the most used
game elements in gamified VR applications for higher
education. This compilation not only serves as
inspiration for future projects but also demonstrates
that gamification is evolving beyond the criticized and
limited pointsification approach.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgements</title>
      <p>This research was conducted as part of the Future
Skills Applied project. The project is funded by the
Foundation Innovation in University Teaching in the
program line “Strengthening University Teaching
through Digitization” in Germany. We thank Lars
Pastoor for his participation in the literature review
process to ensure an objective selection of the
analyzed papers.
distribution</p>
      <sec id="sec-6-1">
        <title>The identified game elements in the analyzed studies Game Element Game Environments Visuals/Graphics</title>
        <p>9
8
8
7
5
5
5
3
3
3
3
3
3
3
2
2
2
2
2
2
2
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
S6
S5
S1
S6
S8
S8
S1
S8
S6</p>
      </sec>
    </sec>
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