Virtual technology is the process of creating a digital replica of a tangible device or event, like a trade show or a virtual game. The term»virtual» is used to differentiate it from the actual thing, but the replica is no less real than the original object. Virtual machines (VM) are software-based emulators of physical hardware, such as a server or desktop computer. These devices do not require to physically be removed from a data center, and can be accessed simultaneously as physical equipment in other locations.
The emergence of VR has opened up new possibilities for tourism development, and also opened an era of research on the experience economy. However, VR research has not been fully integrated into general literature on tourism. This article is designed to bridge this gap by looking at the literature on VR/AR/MR in tourism and hospitality.
Utilizing the SCOPUS database and the SCOPUS database, 80 empirical studies were selected, and their characteristics and trends were assessed. It is evident that since the year 2018, the number of research papers on VR/AR/MR in higher education has risen rapidly, mainly due to the related devices are becoming more affordable. It is also apparent that the application for VR/AR/MR is primarily focused on undergraduates, with engineering, science, and medicine as primary research objects. Research in humanities and social science subjects like history and art, is still rare.
VR/AR/MR can increase students’ understanding, skills and confidence in learning. It can be used to enhance medical education and foster empathy for patients. For example immersive VR can assist medical students develop empathy for elderly patients suffering from aging-related diseases and enable them to assess patients with dyspnea.