The Effects of Game-Based Virtual Reality in Nursing Education: A Scoping Review.

Purpose: This scoping review aimed to explore the characteristics and educational effects of game-based virtual reality (VR) programs used in nursing education, providing foundational insights for future instructional design and research. Methods: Following the Joanna Briggs Institute guidelines and...

Full description

Bibliographic Details
Published in:Korean Journal of Adult Nursing Vol. 37; no. 4; pp. 384 - 401
Main Authors: Park, Mina, Moon, Kyoung Ja
Format: research systematic review tables/charts Journal Article
Published: Korean Society of Adult Nursing Nov2025
Online Access:View this record in EBSCOhost
fields @attributes:
  recordID: 1
pdfLink:
plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=189698937&site=ehost-live
header:
  @attributes:
    shortDbName: ccm
    uiTerm: 189698937
    longDbName: CINAHL Complete
    uiTag: AN
  controlInfo:
    bkinfo:
    dissinfo:
    jinfo:
      jid:
        12254886
        BKLA
      jtl: Korean Journal of Adult Nursing
      issn: 12254886
      maglogo: N
    pubinfo:
      dt: Nov2025
      vid: 37
      iid: 4
      pid: 69073
      pub: Korean Society of Adult Nursing
    artinfo:
      ui:
        189698937
        189698937
        189698937
        10.7475/kjan.2025.0814
        189698937
      ppf: 384
      ppct: 17
      formats:
        fmt:
          @attributes:
            type: P
      tig:
        atl: The Effects of Game-Based Virtual Reality in Nursing Education: A Scoping Review.
      aug:
        au:
          Park, Mina
          Moon, Kyoung Ja
        affil: PhD Candidate, College of Nursing, Keimyung University, Daegu, Korea
      sug:
        subj:
          Education, Nursing
          Virtual Reality Evaluation
          Gamification Evaluation
          Teaching Methods
          Outcomes of Education
          Human
          Scoping Review
          Students, Nursing
          Nurses Education
          Smart Glasses
          Goals and Objectives
          Feedback
          Cognition
          Affect
          Psychomotor Performance
          Student Knowledge
          Skill Acquisition
          Self-Efficacy
          Learning
          Motivation
          Nursing Skills
          Student Satisfaction
          Emotions
          Teamwork
          Communication Skills
          PubMed
          CINAHL Database
          Embase
          Gerontologic Nursing Education
          Psychiatric Nursing Education
          Disaster Nursing Education
          Anatomy Education
          Emergency Nursing Education
          Educational Technology
          Descriptive Statistics
          Data Analysis Software
          Computer Simulation
      ab: Purpose: This scoping review aimed to explore the characteristics and educational effects of game-based virtual reality (VR) programs used in nursing education, providing foundational insights for future instructional design and research. Methods: Following the Joanna Briggs Institute guidelines and the Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews checklist, a comprehensive literature search was conducted across eight databases for studies published between April 2014 and March 2025. Studies were screened and selected using the population, concept, context framework. Twenty- four studies met the inclusion criteria and were analyzed. Results: Most of the 24 included studies targeted nursing students, with some involving practicing nurses. Interventions primarily employed immersive VR head-mounted displays and incorporated diverse game elements such as mission-based scenarios, challenges, feedback loops, and virtual patient interactions. Educational effects were categorized into cognitive, affective, and psychomotor domains. Improvements in knowledge acquisition, self-efficacy, learning motivation, and skill performance were consistently reported. Additionally, most studies reported enhanced learner satisfaction, engagement, and emotional immersion. However, limited evidence was found regarding teamwork and communication skills. Conclusion: Game-based VR programs show substantial potential as effective instructional strategies in nursing education. Their design features--including immediate feedback, repeatable immersive scenarios, and engaging game mechanics--support learner-centered and self-directed learning. Nevertheless, the current evidence base largely focuses on nursing students and short-term outcomes. Future studies should encompass diverse nursing populations and assess long-term effects and real-world applicability, particularly in team-based and clinical practice contexts.
      pubtype: Academic Journal
      doctype:
        research
        systematic review
        tables/charts
        Journal Article
      ougenre: Article
    language: English
    refInfo:
    holdings:
      @attributes:
        islocal: N