XR Applications in Healthcare Education Serious Games
Chapter from the book: Çalık, A. (ed.) 2025. Technology-Enhanced Serious Games in Health Education: Design, Scenarios, and Applications.

Mustafa Kuş
Kocaeli Health and Technology University

Synopsis

This chapter presents a comprehensive analysis of contemporary XR-based serious game implementations in healthcare education from 2020 to 2025. The selected case studies represent commercially available and academically validated applications that demonstrate the successful integration of game mechanics with educational objectives across multiple healthcare domains.

The analysis encompasses 16 applications organized across six areas of healthcare education: medical education, nursing education, dental education, nutrition education, and physiotherapy education. Each section features Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) examples, where available, providing diverse technological approaches to integrating serious games.

 

How to cite this book

Kuş, M. (2025). XR Applications in Healthcare Education Serious Games. In: Çalık, A. (ed.), Technology-Enhanced Serious Games in Health Education: Design, Scenarios, and Applications. Özgür Publications. DOI: https://doi.org/10.58830/ozgur.pub753.c3087

License

Published

June 24, 2025

DOI