Virtual technology is a process that creates a digital copy of a physical event device, like an online game or trade event. The term virtual is used to differentiate the replica from the original, however, it is not less real. Virtual machines (VMs) are emulators based on software that mimic physical hardware such as a desktop or server. These devices do not need to be physically removed and may be access while physical equipment is located in different locations.
The development of VR has opened up new possibilities for tourism development as well as opened a research era on the experience economy. However, VR research has not been fully integrated into larger literature on tourism. This article will attempt to fill this gap by examining the literature on VR/AR/MR in tourism and hospitality.
With the help of www.iptech.one/image-hosting/ the SCOPUS data base, 80 studies from empirical research have been identified and their characteristics as well as trends analyzed. It is clear that since the year 2018, the number of VR/AR/MR research papers in higher education has grown rapidly, mainly due to the related devices have become more affordable. It is also apparent that the VR/AR/MR applications are specifically targeted at undergraduates with science, engineering and medicine-related majors being the main research subjects. Humanities research, as well as social science subjects like history and art, is still a rarity.
VR/AR/MR is a great way to improve the knowledge of students and skills, as well as their confidence in learning. It can be used to enhance medical training and cultivate empathy for patients. For instance immersive VR can help medical students develop empathy for elderly patients suffering from age-related illnesses and enable them to test their skills in assessing patients with dyspnea.

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