ArticleHeliyon2023
The effect of immersion on sense of presence and affect when experiencing an educational scenario in virtual reality: A randomized controlled study.
Article in Heliyon, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 14 papers, 1 of them a synthesis that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
14 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Effects of Immersive Technology-Based Education for Undergraduate Nursing Students: Systematic Review and Meta-Analysis Using the Grading of Recommendations, Assessment, Development, and Evaluation (GRADE) Approach.Journal of medical Internet research · 2024Pooled it
- The virus lesson: Teaching viral structure and quasi-symmetry in mixed reality.Protein science : a publication of the Protein Society · 2026Article
- VR-guided deep breathing during needle procedures in children.Scientific reports · 2026Article
- Improving Health-Related Symptoms and Behaviors in Children and Adolescents Diagnosed With Diabetes by Using a Virtual Reality-Gamified Self-Care Method: Randomized Controlled Trial.JMIR XR and spatial computing · 2026Article
- Immersive gratifications and compulsive VR media engagement: a dual-process model of erotic content consumption in virtual reality.Frontiers in psychology · 2026Article
- Article
- Impact of 3D simulation on cultural empathy education of nursing students: a quantitative study.BMC nursing · 2025Article
- Exploring horizons: expanding nursing education with immersive 360º videos.Revista brasileira de enfermagem · 2025Article
- Carers and professionals' views on using virtual reality in dementia care: A qualitative study.Dementia (London, England) · 2025Article
- The potential of virtual natural environments: a critical analysis of a VR-based mindfulness approach.Frontiers in psychology · 2025Article
- Using Immersive Environments in E-Mental Health Rehabilitation Programs Directed to Future Health Professionals to Promote Empathy and Health Literacy about Schizophrenia.Healthcare (Basel, Switzerland) · 2024Article
- Extended reality in the automotive sector: A bibliometric analysis of publications from 2012 to 2022.Heliyon · 2024Article
- The Feasibility and Usability of an Artificial Intelligence-Enabled Conversational Agent in Virtual Reality for Patients with Alcohol-Associated Cirrhosis: A Multi-Methods Study.Journal of medical extended reality · 2024Article
- Exploring VR in municipal mental health services: A pilot study.Journal of rehabilitation and assistive technologies engineeringArticle
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Virtual reality (VR) technology has been used to learn skills for decades. While no standardized measure exists for learning outcomes in VR training, commonly explored outcomes are immersion, sense of presence and emotions. Methods: In this paper, the objective was to investigate these outcomes in two VR conditions, immersive and desktop in a randomized controlled trial with a parallel design. The sample consisted of 134 university students (70 women, mean age 23 years Results: There was a significant within subject effect for positive affect and a significant between-group effect for the immersive compared to desktop VR groups. Positive affect was reduced after interacting with the VR scenario in both the immersive and desktop versions, however, positive affect was overall higher in the immersive, compared to the desktop version. The results show higher scores for sense of presence ( Conclusion: Immersive VR may be beneficial in higher education as it promotes high levels of sense of presence as well as positive emotions. When it comes to changing the immediate emotions of the students, type of VR does not seem to matter. The project was funded by the Norwegian Directorate for Higher Education and Skills.
Indexed as
Identifiers
What Socratic holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.