Essential Question: How can immersive virtual reality enhance gamification? 

“Virtual reality is a computer-generated environment that lets you experience a different reality. A virtual reality headset fits around you head and over your eyes, and visually separates you from whatever space you’re physically occupying.  Images are fed to your eyes from two small lenses.” (CNET, 2016)

The technology has been around for a while, but it has gained traction and attention because a virtual reality experience can be very immersive.  Computers and headsets have improved to the point that people have a difficult time distinguishing virtual reality with actual reality. (Castaneda, 2016).  It reminds me of the movie The Matrix, where the characters that are immersed in the virtual reality world don’t realize they are in a computer simulation.  While using virtual reality, our bodies are receiving visual and auditory stimuli via headsets that our brains have a difficult time making the distinction between real and virtual.  With this type of experience, it can enhance gamification.

When we are experiencing “flow” while playing games, we can have the same experience in virtual reality.  In fact, there is a virtual reality simulation that allows students to experience a zoo. (Chifor, 2015)  Students can open a gate to enter the zoo, then “walk” around and view the different animals at each paddock, and call to them by “clapping” their hands.  When the animals come close, the students can make another gesture to learn more about that particular animal.  The students control their actions, at their own pace, and without stress.  This particular experience has great elements of gamification.

Another aspect of virtual reality that enhances gamification is creating virtual worlds.  Students can use software like Blender, or Unity to create their own worlds using mathematics. (STEM Lab, 2014)  Some students can spend hours at a time, losing sense of time, creating their virtual world.  They also get a deeper understanding of mathematics like translations, reflections, rotations, lines, curves, equations, because they are using these elements in creating their virtual world.

Virtual reality allows people to be totally immersed in their “world”, and this element alone is great to add to gamification.  Some side effects do occur.  Some motion sickness was evident, which is a response to experiencing virtual reality.  I have experienced a similar sickness while playing a game in a 3D world on a two-dimensional television screen, but after some time, my eyes and senses adjusted and the sickness wore off.


Chifor, Mihai; Stefanut, Teodor. (2015). Immersive Virtual Reality application using Google Cardboard and Leap Motion technologies. [PDF]. Retrieved from

Castaneda, L.; Cechony, A.; Swanson, T. (2016). Implications of Virtual Reality in Applied Educational Settings. [PDF]. Retrieved from

Virtual Reality: Mathematics. (2014) STEM Career Lab. [Video files]. Retrieved from

Virtual Realty 101. (2016). CNET. Retrieved from


One thought on “Essential Question: How can immersive virtual reality enhance gamification? 

  1. Gerald,

    It is interesting how our brains have trouble sorting out reality from a virtual world. Related to this idea is that the player feels powerful, even though the sword fighting (for example) skill is only possessed by the player’s avatar (game character); while the player is gaining levels on a virtual skill that helps keep the player motivated. According to Schell (2015), when designing a game, “Often, the key to a fun game is finding the right mix of real and virtual skill” (p. 182). For our purposes, we would keep this design principle in mind when we enhance learning platforms on a wikispace.

    Going to a virtual zoo sounds fun to me right now.

    Thank you for telling me about math game software systems Blender and Unity to create their own worlds using math. Virtual Reality: Mathematics. (2014) STEM Career Lab. [Video files]. Retrieved from I want to look into this. I found a 6’ video on VR: Mathematics (Blender). Going into another dimension to view 3D shapes to find not only x and y axis, but also the z axis.
    They also visually showed that a Parabola—can be X2=Y The use of math in a 3D environment would have helped me to understand shapes and axis, and more, a long time ago!



    Schell, J. (2015). The art of game design: A book of lenses, second ed. CRC Press: New York: Taylor & Francis Group.

    Liked by 1 person

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