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