Virtual Reality and Education - The Steam Panorama

Johanna Pirker, Enrica Loria, Alexander Kainz, Johannes Kopf, Andreas Dengel

Research output: Chapter in Book/Report/Conference proceedingConference paperpeer-review


Virtual Reality (VR) is increasingly being used as an education medium also enabled by advances in the consumer market, making the devices less expensive and the setup easier. The hardware is more accessible, and players can use Steam as the leading distribution platform for VR applications. Hence, more and more VR applications are being published, also for educational purposes. However, the VR educational games panorama is yet to be described due to the recent rise of this area, as well as users' perceptions (both learners and educators) and issues specific to each learning domain. Towards this, we provide a first analysis of the Steam educational VR applications. We report an analysis of user reviews describing the positive and negative characteristics of VR experiences. Finally, we give an overview of popular educational VR experiences and what we can learn from reviewers about the design requirements for specific learning fields.

Original languageEnglish
Title of host publicationProceedings of the 17th International Conference on the Foundations of Digital Games, FDG 2022
EditorsKostas Karpouzis, Stefano Gualeni, Allan Fowler
PublisherAssociation of Computing Machinery
ISBN (Electronic)9781450397957
Publication statusPublished - 5 Sept 2022
Event17th International Conference on the Foundations of Digital Games: FDG 2022 - Athens, Greece
Duration: 5 Sept 20228 Sept 2022

Publication series

NameACM International Conference Proceeding Series


Conference17th International Conference on the Foundations of Digital Games
Abbreviated titleFDG 2022


  • data analysis
  • Steam
  • Virtual Reality
  • virtual reality games

ASJC Scopus subject areas

  • Human-Computer Interaction
  • Computer Networks and Communications
  • Computer Vision and Pattern Recognition
  • Software


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