Virtual technology is the process of creating a digital replica of a physical item or event, like a trade show or a virtual game. The term virtual is used in order to distinguish the replica from the original, even though it’s no less real. Virtual machines (VMs) are emulators based on software that mimic physical hardware such as a computer or server. These devices do not require to physically be removed from a data center and are accessible simultaneously as physical devices in other locations.
The introduction of VR has provided new possibilities for tourism development, as well as an exciting new era of research in the experience economy. However, VR research has not been fully integrated into more general literature on tourism. This article seeks to fill this gap by reviewing the literature on VR/AR/MR for tourism and hospitality.
Based on the SCOPUS database, 80 empirical studies have been selected and their characteristics as well as trends analyzed. Since 2018, the number of VR/AR/MR papers in higher education has grown quickly. This is due to the low cost of the devices. It is also evident that VR/AR/MR programs are primarily aimed at undergraduates with science, engineering, and medicine-related majors being the most popular research topics. Research in humanities and social science subjects like art and history, is very rare.
VR/AR/MR can improve the students abilities, knowledge and confidence. It can be used to enhance medical training and develop compassion for patients. For example immersive VR could help medical students develop empathy for elderly patients with age-related illnesses and enable them to test their skills in assessing patients with dyspnea.