Virtual technology is the process of creating a digital copy of a physical item or event, like a trade show or a virtual game. The term”virtual” is used to distinguish it from the actual thing, but the replica is no less real than the original object. Virtual machines (VMs) are software-based emulators that emulate physical hardware, such as a computer or server. They don’t require physical removal. be physically removed from the premises and can be used in the same way as physical equipment is in different locations.
The rise of VR has opened new avenues for tourism development and opened a research era on the experience economy. However, VR research has not been fully integrated into the wider tourism literature. This article will address this gap by systematically studying the literature on VR/AR/MR within tourism and hospitality.
Utilizing the SCOPUS database, 80 empirical studies were selected, and their characteristics and trends were analyzed. It is clear that since 2018, the number of research papers on VR/AR/MR in higher education has increased rapidly, mainly due to the related devices are becoming more affordable. It is also clear that VR/AR/MR applications are primarily aimed at undergraduates with science, engineering, and medicine-related majors being the primary research subjects. Research in humanities and social sciences, like art and history is still relatively rare.
VR/AR/MR can increase students’ understanding abilities, skills and confidence learning. It can be used to enhance medical training and cultivate empathy for patients. Immersive VR, as an example can aid medical students develop empathy for elderly patients suffering from diseases related to aging and also give them the chance to examine patients suffering from dyspnea.