Great deal of progress has been made in the last few years with Virtual Reality (VR) technology (Bhowmik, Inf Display 33(6):20–32, 2017) as VR headsets of different complexity are now available to the general public and are used for more than just games. Today’s use cases for VR are many, owing to the ability to generate and immerse people in a variety of different virtual worlds and environments (Berg and Vance, Virtual Real 21(1):1–17, 2017). These virtual worlds replicate or even enhance the real world (Velev and Zlateva, Int J Learn Teach 3(1):33–37, 2017), hence expanding the prospects and market for VR. Each year, the number of individuals purchasing immersive technology grows, and by the end of 2024, it is estimated that VR will generate around 12.19 billion dollars in revenue worldwide (Alsop: Consumer and Enterprise VR Revenue Worldwide 2024, 2021). Further, predictions for the foreseeable future imply that such numbers will only rise. Even though most of its current popularity can be connected to the VR gaming industry, still, VR technology can be found and used in many other aspects. It can be used for a range of fields (Bastug et al., IEEE Commun Mag 55(6):110–117, 2017), including but not limited to education, sports, training, tourism, simulators, big data visualization, health care issues, and more. As a result, the purpose of the VR application in those fields is not the game itself but rather including game-design principles in a nongame context (Werbach and Hunter: For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press, Philadelphia, 2012). This means it is not primarily intended for entertainment, leading to those games being referred to as serious games (Deterding et al.: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15. ACM, 2011).
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