Keyphrases
Training Program
100%
Meta-analysis
100%
Social Skills Development
100%
Virtual Training
100%
Social Skills
66%
Worse Outcome
33%
Gamified
33%
Alternative Training
33%
Random Effects
16%
Control Types
16%
Inclusion Criteria
16%
Virtual Reality
16%
Moderator Variables
16%
Second Life
16%
Applied Software
16%
EBSCO
16%
Game Elements
16%
Head-mounted Display
16%
Output Device
16%
Input Device
16%
Immersive Display
16%
Training Approaches
16%
Overall Effectiveness
16%
Non-immersive
16%
Google Scholar
16%
Immersive Technology
16%
Group Type
16%
Social Sciences
Skills Development
100%
Meta-Analysis
100%
Virtual Reality
100%
Immersive Technology
14%
Psychology
Meta-Analysis
100%
Worse Outcome
66%
Study Design
33%
Practitioners
33%
Immersive Technology
33%
Second Life
33%
Computer Science
Virtual Reality
100%
Participant Population
14%
Inclusion Criterion
14%
Effect Approach
14%
Input Device
14%
Output Device
14%
Computer Hardware
14%
Head Mounted Display
14%