TY - JOUR
T1 - Systematic review of risks hidden in VR-based learning environments
T2 - Research frameworks and evidence from the literature
AU - Lan, Yu Ju
AU - Tang, Kai Yu
N1 - Publisher Copyright:
© (2024), (International Forum of Educational Technology and Society). All Rights Reserved.
PY - 2025
Y1 - 2025
N2 - Research into the use of virtual reality (VR) for educational purposes is increasing, but most of the existing literature focuses on the positive effects of VR on users, with its possible negative effects remaining underexplored. An inadequate understanding of the negative effects can put users at risk. To address this research gap, the main purpose of this study is to characterize the negative effects of VR use by conducting a systematic review of the literature published in the last decade (2010-2023). Web of Science and Scopus were searched using two sets of keywords. Following PRISMA, 20 studies were analyzed and identified five main categories of negative effects of VR in the research taxonomy of the coding scheme: physical, psychological, cognitive, behavioral symptoms, and cybercrime. The number of publications reporting the negative effects of VR was largest in 2020, followed by 2023, 2015, and 2016. Data were collected mostly using subjective methods, including questionnaire surveys and interviews. Based on the results, a series of frameworks are proposed for future research: VR addiction, reality–virtuality harmony, and VR navigation frameworks. Implications for educators, parents, and future researchers are provided.
AB - Research into the use of virtual reality (VR) for educational purposes is increasing, but most of the existing literature focuses on the positive effects of VR on users, with its possible negative effects remaining underexplored. An inadequate understanding of the negative effects can put users at risk. To address this research gap, the main purpose of this study is to characterize the negative effects of VR use by conducting a systematic review of the literature published in the last decade (2010-2023). Web of Science and Scopus were searched using two sets of keywords. Following PRISMA, 20 studies were analyzed and identified five main categories of negative effects of VR in the research taxonomy of the coding scheme: physical, psychological, cognitive, behavioral symptoms, and cybercrime. The number of publications reporting the negative effects of VR was largest in 2020, followed by 2023, 2015, and 2016. Data were collected mostly using subjective methods, including questionnaire surveys and interviews. Based on the results, a series of frameworks are proposed for future research: VR addiction, reality–virtuality harmony, and VR navigation frameworks. Implications for educators, parents, and future researchers are provided.
KW - Negative symptoms
KW - Reality–virtuality harmony
KW - Virtual reality
KW - VR addiction
KW - VR navigation
UR - http://www.scopus.com/inward/record.url?scp=105002338844&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=105002338844&partnerID=8YFLogxK
U2 - 10.30191/ETS.202504_28(2).RP11
DO - 10.30191/ETS.202504_28(2).RP11
M3 - Review article
AN - SCOPUS:105002338844
SN - 1176-3647
VL - 28
SP - 216
EP - 237
JO - Educational Technology and Society
JF - Educational Technology and Society
IS - 2
ER -