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Loureiro, S. M. C., Bilro, R. G. & Angelino, F. J. (2021). Virtual reality and gamification in marketing higher education: A review and research agenda. Spanish Journal of Marketing - ESIC. 25 (2), 179-216
S. M. Loureiro et al., "Virtual reality and gamification in marketing higher education: A review and research agenda", in Spanish Journal of Marketing - ESIC, vol. 25, no. 2, pp. 179-216, 2021
@article{loureiro2021_1732205970985, author = "Loureiro, S. M. C. and Bilro, R. G. and Angelino, F. J.", title = "Virtual reality and gamification in marketing higher education: A review and research agenda", journal = "Spanish Journal of Marketing - ESIC", year = "2021", volume = "25", number = "2", doi = "10.1108/SJME-01-2020-0013", pages = "179-216", url = "https://www.emeraldgrouppublishing.com/journal/sjme" }
TY - JOUR TI - Virtual reality and gamification in marketing higher education: A review and research agenda T2 - Spanish Journal of Marketing - ESIC VL - 25 IS - 2 AU - Loureiro, S. M. C. AU - Bilro, R. G. AU - Angelino, F. J. PY - 2021 SP - 179-216 SN - 2444-9695 DO - 10.1108/SJME-01-2020-0013 UR - https://www.emeraldgrouppublishing.com/journal/sjme AB - Purpose – The purpose of this paper is to review studies on the use of virtual reality (VR) and gamification to engage students in higher education for marketing issues to identify the research topics, the research gaps and to prepare a future research agenda. Design/methodology/approach – A literature review is performed based on two search terms applied to Web of Science, resulting in a final pool of 115 articles. A text-mining approach is used to conduct a full-text analysis of papers related to VR and gamification in higher education. The authors also compare the salient characteristics presented in the articles. Findings – From this analysis, five major research topics are found and analysed, namely, teaching methodologies and education, experience and motivation, student engagement, applied theories in VR and gamification. Based on this and following the theory concept characteristics methodology framework, the paper provides directions for future research. Originality/value – There is no comprehensive review exploring the topics, theories, constructs and methods used in prior studies concerning VR and gamification applied to higher education services based on all the articles published in well-regarded academic journals. This review seeks to provide deeper insights, to help scholars contribute to the development of this research field. ER -