=Paper= {{Paper |id=Vol-3669/paper5 |storemode=property |title=The use of gamification and virtual reality in higher education: A literature review |pdfUrl=https://ceur-ws.org/Vol-3669/paper5.pdf |volume=Vol-3669 |authors=Kristina Nagel,Maria Rauschenberger |dblpUrl=https://dblp.org/rec/conf/gamifin/NagelR24 }} ==The use of gamification and virtual reality in higher education: A literature review== https://ceur-ws.org/Vol-3669/paper5.pdf
                         The use of gamification and virtual reality in higher
                         education: A literature review
                         Kristina Nagel1,2, Maria Rauschenberger3
                         1 University of applied sciences Emden/Leer, Constantiaplatz 4, 26723 Emden, Germany
                         2 University Sevilla, C. San Fernando 4, 41004 Seville, Spain



                                           Abstract
                                           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.

                                           Keywords
                                           Gamification, game elements, virtual reality, higher education, literature review, slr 1

                                                                                                                       education VR applications, and identify research gaps
                         1. Introduction                                                                               in the implementation of gamification and VR in higher
                                                                                                                       education. By synthesizing current research, we aim to
                             Integrating gamification into education or utilizing                                      present an understanding of the state-of-the-art
                         virtual reality (VR) for educational purposes are not                                         practices and their implications in higher educational
                         recent innovations. The application of gamification                                           settings.
                         principles in educational settings is an established
                         practice [1][2] and the use of VR for educational
                         settings has been prevalent since the introduction of                                         2. Related work
                         consumer VR products at the latest [3][4].
                             Gamification entails the application of game                                              Several literature reviews surrounding the topics
                         elements and principles in non-game contexts to, e.g.,                                        gamification, e-learning, or VR were conducted in
                         motivate and engage learners [5]. Game elements are                                           recent years: For example, [7] analyzed research on
                         defined as “elements that are characteristic to games —                                       the topic of eLearning in a higher education context.
                         elements that are found in most (but not necessarily all)                                     They found, that most current studies use a
                         games” [5]. In education, VR immerses users in                                                quantitative research approach and that the focus of e-
                         simulated environments, offering unique and                                                   learning research has shifted over the years from
                         interactive learning experiences [3]. This approach                                           “integration of e-learning into higher education is
                         yields great advantages for learning, including                                               demanding issue” in 2011 to “development of
                         enhanced enjoyment and communication, as well as                                              customized e-learning environments according to
                         improved collaboration [6].                                                                   learners’ needs” in 2019.
                             Nevertheless, the simultaneous utilization of both                                            The maturity of Virtual Reality (VR) has made it a
                         concepts for learning in higher education holds                                               reliable option for educational approaches that are
                         promise but appears to be less common. Conducting a                                           now being increasingly utilized. Hence, [3] reviewed
                         literature review is valuable for pinpointing both                                            38 studies using VR in higher education. Their results
                         existing pitfalls and potential solutions in the                                              criticize the focus on usability instead of learning
                         development of new VR applications that integrate                                             outcome, emphasizing that VR is predominantly in an
                         gamification for educational purposes.                                                        experimental stage, and has not been effectively
                             In this paper, we provide an overview of current                                          incorporated in the daily teaching routine. They did
                         research concerning the integration of gamification                                           not analyze the details of gamification or game-based
                         and VR in higher educational contexts, investigate the                                        learning in the studies but focused more on the applied
                         game elements which are utilized in gamified higher


                         8th International GamiFIN Conference 2024 (GamiFIN 2024), April 2-
                         5, 2024, Ruka, Finland
                                  Kristina.nagel@ux-researchgroup.com    (K.     Nagel);
                         maria.rauschenberger@hs-emden-leer.de (M. Rauschenberger);
                             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).




CEUR
                  ceur-ws.org
Workshop      ISSN 1613-0073
Proceedings


                                                                                                                  47
learning theories and research methodologies in                  applied the same search string for title, keywords and
general.                                                         abstract of all identified papers (𝑁𝑃0 = 4246) and
    However, the use of gamification for educational             ended up with 𝑁𝑃1 = 20 papers for the manual scanning
purposes is still a popular research topic. For example,         process. We applied the following inclusion and
the literature review of [8] about gamification for              exclusion criteria at the screening process:
learning purposes in general found 128 research                  In1    The paper describes a practical application of
papers regarding the topic. They analyzed, e.g.,                        gamification and virtual reality in a higher
affordances, psychological, and behavioral outcomes                     education learning context
of empirical studies. 5 of 128 studies used some kind            In2    In2 Paper containing a literature review that
of virtual world as a gamification element. However, it                 aligns with inclusion criteria 1 is retained for
is not specified, whether these virtual worlds are part                 the snowballing process.
of VR or just any kind of virtual environment. In                Ex1    The paper does not specify the target group as
another review, [1] analyzed studies about                              higher education
gamification frameworks in different learning                    Ex2    The paper does not actually apply gamification
environments. They had a closer look on the study                       or serious games concepts
contexts and the game design elements that were used             Ex3    The paper does not actually use VR
to enhance learning. [2] reviewed studies about                  Ex4    The paper does not describe the use of the
gamification more specifically in Massive Open Online                   gamification strategy in detail
Courses and found that gamification can be a possible            Ex5    The paper is not about a practical project
solution to the problem of a high no-show and a low              Ex6    The paper focuses on exergaming/sports or
retention rate. To sum up, to the best of our knowledge                 therapy/rehabilitation/behavior change
there is no review about the use of gamification and VR
in higher education contexts that provides an                        We identified 𝑁𝑃4 = 6 relevant papers for
overview of the current situation.                               snowballing. Snowballing in a SLR involves recursively
                                                                 exploring references of identified papers to discover
                                                                 additional relevant studies. We applied backward
3. Methodology                                                   snowballing (references used in the already identified
                                                                 papers) and forward snowballing (papers, that
We followed an established process for systematic                reference the already identified papers). This process
literature reviews [9] to answer the following research          led us to 𝑛 = 7 additional papers. Finally, we considered
questions:                                                       𝑁𝑃5 = 13 papers for the analysis.
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?
    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”)

    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          Figure 1: The selection process to identify the
search, for Science Direct we used the option to restrict        literature for the analysis
the search to title, keywords and abstract. We only
considered publications from 2016 to 2022, to ensure                 A recent study showed that gamification project
current relevance. Figure 1 shows the selection                  reports are not standardized [11]. For example, the
process of relevant papers from the search results.              used game elements are often ambiguously defined
    We used the SLR tool from Hinderks et al. [10] to            among various studies. Which means, two papers may
manage the search results and to support the selection           name a game element similarly but have different
process. The SLR Tool offers the functionality to apply          meanings (e.g., one might use points as a form of
an extended search to all papers within a project.               currency, while another uses them in a reward system)
Scientific databases have a variety of differing search          or two papers may name a game element differently
and filter algorithms. With the extended search, we              but mean the same (e.g., points or score for the




                                                            48
Table 1
All papers included for analysis
  Paper Title                                      Subject      Use case goal                  Use case scope     Sourc
     ID                                             area                                                            e
    S1      Serious Game for Medical Imaging       medical      general teaching, increase     Serious game        [13]
            in Fully Immersive Virtual Reality    education     student         engagement,
                                                                increase student retention
   S2     Immersive Virtual Reality Training       chemical     provide equal access to        Virtual lab        [14]
          of Bioreactor Operations                engineering   expensive        equipment,    environment
                                                                practical learning
   S3     Merging 360°-videos and Game-           biomedical    support training               Full laboratory    [15]
          Based Virtual Environments for                                                       exploration and
          Phlebotomy Training: Teachers and                                                    training
          Students View
   S4     VR for Education in Information and     computer      Increase       Learnability    Single task        [16]
          Tehnology: application for Bubble        science      (Gamification)                 application
          Sort
   S5     Virtual reality instructional modules   computer      Support Learning               VR instructional   [17]
          for introductory programming             science                                     modules
          courses
   S6     Thinkercise: An educational VR          computer      Increase         Motivation,   Exergame/Serio     [18]
          game for Python programming              science      Increase     Learning,   do    us game
                                                                physical exercise
   S7     VR Medical Gamification          for     medical      increase interactivity         Mobile Android     [19]
          Training and Education                  education                                    platform
                                                                                               application
   S8     Formative evaluation of immersive       computer      understanding         users’   VR exploration     [20]
          virtual reality expedition mini-         science      learning          processes,   application +
          games to facilitate computational                     facilitating       students’   mini games
          thinking                                              computational       thinking
                                                                skills
   S9     Educational Game-Theme Based            computer      teach linked list and binary   Learning           [21]
          Instructional Module for Teaching        science      trees                          module
          Introductory Programming
          Game Theme Based Instructional          computer      teaching binary trees          Non-immersive      [22]
          Module to Teach Binary Trees Data        science                                     VR learning
          Structure                                                                            module
  S10     Usability and Learning Effectiveness    computer      teaching stacks and ques       Learning           [23]
          of Game-Themed Instructional (GTI)       science                                     module
          Module for Teaching Stacks and
          Queues
  S11     Investigating the effect of imikode     computer      understanding     of the       Serious game       [24]
          virtual reality game in enhancing        science      subject (OOP), improving
          object oriented programming                           programming skills
          concepts among university students
          in Nigeria
  S12     iProgVR: Design of a Virtual Reality    computer      incite intrinsic motivation    Framework          [25]
          Environment        to       Improve      science
          Introductory Programming Learning

performance measurement). To address this issue, we
decided to use the gamification codebook [12] as an
                                                                 4. Results
analysis tool to ensure a uniform analysis of the
applied game elements. The gamification codebook                 The 𝑁 = 13 papers describe 𝑛 = 12 individual studies
contains a list of game elements with a descriptive              (see Table 1). One study includes two papers [21][22].
definition of each element and is supposed to help               Although exclusion criteria Ex6 excludes papers with
gamification practitioners to choose the best game               focus on exergaming from the study, we kept the
elements for their project [12]. By using it as an               exergame of S6 because the proposed outcome of
analysis tool, we apply one wording and description to           playing the game is learning and not fitness or doing
all papers. We had to add some game elements, that are           sport. The studies were analyzed with focus on the
not included in the gamification codebook neither by             research questions and the results are presented in the
name nor definition.                                             following sections. We refer to each analyzed study by
                                                                 the ID assigned in Table 1, column “Paper ID”.




                                                           49
    4.1. Use case attributes                                     gamification (S8, S9, S12). Hence, we needed to
                                                                 identify most of the used game elements by analyzing
To answer RQ1 - In which use cases are                           descriptive texts and images of the applications. It is
gamification and VR for higher education applied?,               possible, that the lists are incomplete, because there
we analyzed the studies application area, the goal of            were not enough information to identify all game
the studies and the scope of the studies (see Table 1).          elements used. For instance, if a text did not mention
Most of the studies (𝑛 = 9) are in the area of computer          any sound effects, we were unable to account for them
sciences (see Table 1, column “Subject area”). The rest          in our analysis, regardless of their potential presence
of the studies are also for STEM relevant courses: S1            in some application.
and S7 are set in medical education, S2 in chemical                  All in all, 𝑁 = 40 individual game elements were
engineering, and S3 in biomedical. The objectives of the         used in den studies (see appendix 1). From these, 𝑛 =
studies exhibit a wider variety and heterogeneity (see           17 game elements were used in only one study. In
Table 1, column “Use case goal”). Although most of               contrast to other research, the most used game
them (𝑛 = 10) aim to increase or support learning,               elements are not points, badges and leaderboards
teaching, or understanding of the individual topics (S1,         [11][2][8][11], but game environments and
S2, S3, S4, S5, S6, S8, S9, S10, and S11), increasing            Visuals/Graphics (𝑛 = 11 each), and interactivity (𝑛 =
motivation, engagement and interactivity is also                 9). Followed by learning and voluntary approach (𝑛 = 8
relevant for 𝑛 = 4 studies (S1, S6, S7, S12). S2                 each) and the use of a tutorial (𝑛 = 7).
additionally aims to provide equal access to expensive               Not all game elements that were explicitly
equipment with the use of VR, thereby supporting                 described are defined in the gamification codebook.
practical learning. In contrast, the scope of the studies        However, since many game elements are not described
is very diverse (see Table 1, column “Use case scope”):          at all, we want to emphasize these elements as
In S4 a single task application is developed and S9 and          important enough for the researchers to be mentioned.
S10 are describing learning modules. S5 presents                 Overall, we identified 8 game elements that we could
virtual reality instructional modules, while S2, S3 and          not match to a game element from the gamification
S8 provide some form of laboratory exploration                   codebook:
scenarios. Besides that, S1, S6 and S11 utilize full                      •     Narrator/Guide
serious games, one of which is an exergame (S6).                          •     Quiz
Lastly, S12 proposes a framework consisting of three                      •     Interface/Character Control
individual modules.                                                       •     Mini-Games
                                                                          •     Game Mechanics
                                                                          •     Virtual World
    4.2. Gamification strategies                                          •     Virtual Instructor
                                                                          •     Non-Playable Character
To answer RQ2 - What kind of gamification is used                    Furthermore, one study emphasized the
in combination with VR for higher education? we                  personalization of the feedback game element, which
examined the use of gamification at two different                was described in the gamification codebook, but
levels. Initially, we identified the overall gamification        without the individualization.
strategy employed in each study. Meaning, if the study
followed a certain gamification design framework,
used gamification tools, or followed an approach that                 4.3. Results of the studies
was not specifically designed for gamification and if so:
Did they specify how they choose their game                      To answer RQ3 - What are the learnings and
elements? The second level examines unique game                  recommendations from the use of gamification
elements, that are applied in the analyzed studies.              and VR for higher education? we had a look at the
    Our results show that no standards for reporting             limitations and recommendations of the analyzed
gamification are used. 𝑛 = 4 studies gave no definition          studies. Based on these, we can recommend best
of the used process (S2, S7, S8, S12). S4 named their            practices that proved to be useful, as well as things to
strategy “play and learn” but gave no definition as to           avoid, because they may have caused bigger or smaller
what this strategy includes. 𝑛 = 2 studies used                  problems.
previously developed games (S3, S11), one of which                   Several of the analyzed studies listed at least one
did not give details in the analyzed paper (S3). The             limitation of their project. For example, S7 was not
details to the game elements had to be extracted from            tested yet. Hence, the results of S7 are to be taken with
another paper [26]. The rest of the studies named                caution. Other limitations of the studies lead to more
some kind of underlying process or concept (𝑛 = 3 used           clear recommendations for future studies. Thereby,
some form of constructivism (S5, S9, S10), S6 used               creating valuable learning for other researchers. S2
game-based-learning and S1 ASSURE instructional                  and S3 both acknowledge the difference in technical
design), but no study elaborated further on why they             affinity and experience for potential users. While S2
specifically choose the game elements, they ended up             only had test-users with prior VR experience, S3 sees a
using.                                                           challenge with the technical affinity of users in general.
    The reporting of the used game elements is mostly            Hence, we found that potential gamified higher
not very detailed: Only one of the analyzed studies              education VR applications should be tested with tech-
gave a distinct list of the used game elements with              inexperienced users to ensure the usability not only
definitions (S2). 𝑛 = 3 studies described the used game          for a subgroup among the students. This would
elements in more detail in the text (S1, S5, S10) and 𝑛          become especially important for applications outside
= 3 studies at least described parts of the used                 the field of computer sciences. After all, one could




                                                            50
argue, that a certain technical experience could be a           challenge in comparing the employed gamification
requirement for students in technical courses. S4               approaches. However, since we do not aim to evaluate
warns of health issues like motion sickness. They               the single studies but are more interested in their
recommend using their app no longer than 10 minutes.            individual approaches, we do not expect a relevant
The time-constraint could affect sustainable learning           impact on our results.
and is not feasible for all application scenarios.
However, it serves as an important reminder that
accessibility and safety must be considered.                         5.2. Implications from applied
Furthermore, S8 and S9 show a rather small number of                      gamification
participants (𝑛 = 6 and 𝑛 = 14). To generalize findings
of user studies and avoid bias, a larger number of test-        Recent research has demonstrated that numerous
users is needed. Especially, since we should consider           standards for gamification development and reporting
various skill-levels and characteristics of potential           exist in form of various gamification frameworks or
users.                                                          processes [27]. Researchers are encouraged to utilize
    The analyzed studies offer more insights by                 these standards to ensure comparability of studies and
recommending future steps for their own research or             unambiguous understandings of results [11].
more generalized learnings:                                     However, the findings from RQ2 indicate that these
    In general, S2 sees their application only as a             standards were not employed in our sample. This
supplement and not as a replacement for in-person               absence was noted both in the development of
training. The potential of gamified VR applications for         gamification strategies and in the reporting of game
higher education still offers research potential.               elements.
Furthermore, S2 also recommends additional                           Many of our analyzed studies did not give a distinct
familiarization training for VR applications. S12               list or description of applied game elements. Hence, it
recommends including comparison studies when                    is not only possible, but likely, that our results about
evaluating VR applications with non-VR versions.                the use of individual game elements is not
    More detailed recommendations are provided for              comprehensive. For example, only one study reports
specific aspects of gamified VR applications in higher          the use of music and two report the use of sound
education. S4 and S10 both recommend the use of                 effects. However, although sound is of less importance
levels, S3, S8 and S10 underline the importance of              in VR application than for non-VR ones, it is still an
high-quality graphics and animations. S3 also advise            important and commonly used feature [28]. We
for a neutral guide who is not the lecturer, the use of         presume the possibility, that more studies used sound
cooperative features and friendly competition, as well          but may not felt the necessity to mention it. Maybe they
as tactile feedback and input mechanisms. All in all,           found it too obvious, or they did not describe any game
they suggest utilization of interactive items. S10 and          elements at all and the used game elements were
S11 recommend making use of time constraints, by                identified by analyzing images, which can obviously
adding time limits or real time feedback. S11 also              not convey sound. Similar challenges are possible for
suggests doing an AI integration in future research.            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
5. Discussion                                                   similar analyses.
                                                                     The most used game elements we identified (Game
In the following section, we discuss the results of our         Environment and Graphics/Visuals) could be due to the
research in relation to our research questions and              VR setting. When developing a VR application, simply
present implications for future research.                       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,
    5.1. Implications from use case                             e.g., 360°-video environments. Hence, these signature
         attributes                                             game elements are also somehow signature elements
                                                                of VR and not necessarily due to the gamification of the
The results of RQ2 show little variation in applied             applications. Interactivity, which is the second most
research areas. All analyzed studies were done in               identified game element, is also close at hand when
STEM or STEM-related subjects. This leaves                      developing a VR application, but VR also allows for the
interesting potentials for other application areas, such        user to take a more spectating role. However, the
as visiting historic sites for archaeology or history           advantages of practical learning are widely known, so
students, immersive scenarios for pedagogical or                utilizing interactivity to support practical learning in
social studies, or interactive experiences for liberal          VR comes naturally. Since the analyzed studies all
arts students. Another literature review that focused           revolve around education applications, the high
on VR applications for higher education also identified         percentage of applications that support the game
a high amount of STEM or STEM-related subjects (over            element of learning is not surprising. Nevertheless, it is
60% of the analyzed studies) [3]w. However, they also           noteworthy that a high number of applications build
identified a few studies in other application areas (5%         upon the voluntary approach concept, because higher
nursing and art each). This is in line with our research        education offers an easy opportunity to make the use
and underlines a research gap for future studies in             of an application mandatory, which was mostly
more research areas.                                            omitted. However, it is possible, that the voluntary
    In contrast to the consistent application areas, the        approach is due to the evaluation of new concepts and
diverse application scopes we identified could pose a           more mandatory applications may be developed in the




                                                           51
future. The change over the next periods of time                  game elements in gamified VR applications for higher
remain to be seen.                                                education. This compilation not only serves as
    The next most used game element was the                       inspiration for future projects but also demonstrates
integration of some kind of tutorial. In higher                   that gamification is evolving beyond the criticized and
education contexts, it is important that everyone is              limited pointsification approach.
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,           Acknowledgements
in complex scenarios it can be necessary to prevent
frustration due to basic control issues. Thereby, the             This research was conducted as part of the Future
students can focus on the learning content instead of             Skills Applied project. The project is funded by the
struggling with the controls. We recommend the                    Foundation Innovation in University Teaching in the
integration of an (optional) tutorial for future gamified         program line “Strengthening University Teaching
higher education VR applications to ensure the access             through Digitization” in Germany. We thank Lars
and usability for all students.                                   Pastoor for his participation in the literature review
    All in all, our results show that there is no “how-to”        process to ensure an objective selection of the
structure for gamified VR applications for higher                 analyzed papers.
education. This is in line with other research, that
shows heterogeneous gamification scenarios and
many variations of game element usages [1]. Thereby,              References
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A. Appendix 1 – Game elements
   distribution
Table 2
The identified game elements in the analyzed studies
 Game Element                       𝑁 Included in Study
 Game Environments                  11 S1, S2, S4, S5, S6, S7, S8, S9, S10, S11, S12
 Visuals/Graphics                   11 S1, S2, S3, S4, S5, S6, S8, S9, S10, S11, S12
 Interactivity                      9 S1, S2, S4, S5, S6, S7, S8, S9, S11
 Learning                           8 S2, S4, S5, S6, S7, S8, S9, S11
 Voluntary Approach                 8 S1, S2, S4, S5, S6, S8, S9, S11
 Tutorial                           7 S1, S4, S5, S6, S8, S9, S10
 (Personalized) Feedback            5 S1, S2, S5, S8, S11
 Points                             5 S3, S5, S6, S8, S10
 Visual Cues                        5 S1, S2, S7, S10, S12
 Challenge                          3 S2, S6, S8
 Free Exploration                   3 S2, S8, S9
 Goals                              3 S4, S5, S8
 Level                              3 S2, S6, S9
 Rewards                            3 S8, S9, S12
 Score                              3 S1, S4, S6
 Time Challenge                     3 S1, S4, S6
 Achievement                        2 S1, S2
 Any Progress                       2 S6, S8
 Disincentives/Negative Rewards 2 S3, S8
 Rules                              2 S6, S8
 Sound Effects                      2 S5, S12
 Theme                              2 S5, S11
 Virtual Instructor                 2 S9, S10
 Attractive/Aesthetic design        1 S6
 Avatar                             1 S5
 Competition                        1 S1
 Feedback System                    1 S6
 Framing                            1 S8
 Game Mechanics                     1 S8
 Leaderboard                        1 S1
 Mini Games                         1 S8
 Music Effects                      1 S6
 Narrative                          1 S12
 Narrator/Guide                     1 S1
 Non-Playable Character             1 S11
 Onboarding                         1 S2
 Quiz                               1 S1
 Scoreboard                         1 S9
 Virtual World                      1 S8
 Interface/Character Control        1 S7




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