Virtual technology is a process that creates a digital copy of a physical event device, like an online game or a trade event. The term”virtual” is used to distinguish it from the real thing although the replication is functionally identical to the original object. Virtual machines (VMs) are emulators based on software that emulate physical hardware, like a desktop or server. They don’t need to be physically removed and may be access while physical equipment is located in different locations.
The introduction of VR has provided new possibilities for tourism development and an exciting new era of research in the field of experience economics. VR research isn’t fully integrated into the literature on tourism. This article aims at addressing this gap by examining the literature on VR/AR/MR in tourism and hospitality.
Based on the SCOPUS database, 80 empirical studies have been selected and their characteristics as well as trends examined. Since 2018, the number of VR/AR/MR research papers in higher education has increased quickly. This is mainly due to the cost of the devices. It is also evident that VR/AR/MR applications are aimed at undergraduates with engineering, science and medicine as the main research objects. Research in humanities and social science subjects, such as art and history is still a my website rarity.
VR/AR/MR has the potential to improve students’ knowledge of skills and confidence in learning. Furthermore, it can be used to build empathy for patients and improve medical training. For instance, immersive VR can help medical students develop empathy for elderly patients with aging-related diseases and enable them to test their skills in assessing patients with dyspnea.