Skip to main content

Virtual Reality Technologies

  • Chapter
  • First Online:
Serious Games for Enhancing Law Enforcement Agencies

Part of the book series: Security Informatics and Law Enforcement ((SILE))

Abstract

Virtual reality (VR) shows great potential for use in serious games as indicated by experiences in fields ranging from healthcare to therapy and education. Still, VR is not without challenges. This chapter introduces the concept of VR and presents current technological developments. It further illustrates VR use for serious games in case studies and discusses important challenges of VR-based serious games.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 159.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    https://ieeexplore.ieee.org/document/7460053

  2. 2.

    http://shura.shu.ac.uk/18594/

  3. 3.

    https://journals.sagepub.com/doi/full/10.1177/0269215513509389

  4. 4.

    https://news.vanderbilt.edu/2018/03/19/virtual-reality-world-offers-drug-addicts-low-risk-place-to-just-say-no/

  5. 5.

    https://www.bmj.com/content/338/bmj.b1802.long

  6. 6.

    http://tv.thebmc.co.uk/videos/grip-a-virtual-reality-training-aid-for-climbing/

  7. 7.

    https://www.museumnext.com/2019/01/how-museums-are-using-virtual-reality/

  8. 8.

    https://www.framestore.com/fieldtriptomars

  9. 9.

    https://research.shu.ac.uk/centric/project/unpacked-vr/

  10. 10.

    https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=8446269&tag=1

  11. 11.

    https://vr.arvilab.com/blog/combating-vr-sickness-debunking-myths-and-learning-what-really-works

  12. 12.

    https://digital.nhs.uk/data-and-information/publications/statistical/adult-psychiatric-morbidity-survey/adult-psychiatric-morbidity-survey-survey-of-mental-health-and-wellbeing-england-2014

  13. 13.

    https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5700714/

  14. 14.

    https://www.theguardian.com/technology/2015/aug/09/who-killed-the-video-gamers-simon-parkin-taiwan

References

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Steffi Davey .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Davey, S., Hancock, P. (2019). Virtual Reality Technologies. In: Akhgar, B. (eds) Serious Games for Enhancing Law Enforcement Agencies. Security Informatics and Law Enforcement. Springer, Cham. https://doi.org/10.1007/978-3-030-29926-2_3

Download citation

Publish with us

Policies and ethics