Immersive Virtual Environments in Information Systems Research: A Review of Objects and Approaches

Christian Casper Hofma, Stefan Henningsson, Nageswaran Vaidyanathan

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

Abstract

Innovations in the underlying technologies of virtual, augmented, and mixed reality solutions have moved immersive virtual environments from sci-fi movies to a phenomenon of great societal impact. The last decade has seen use cases that ranges into gaming, education, health care, construction and retail. Paralleling the growing practical relevance, immersive virtual environments has also attracted interested from the research community in general and in par- ticular within the field of information systems. Although this proliferation of research has the potential to significantly improve our understanding of immersive virtual environments and their impact on individual, groups, organizations and society at large, absent is the necessary step of consolidating extant research efforts. With the objective to make an inventory that can guide further investigation, we review research on immersive virtual environments in the in-formation systems discipline through a scientometric analysis of the object of study and the research approach. We identify and analyse 120 articles, published in information systems journals and conference proceedings. We find an unbalanced inquiry, with an overwhelming focus on the individual in the context of gaming (virtual worlds) and education, which resonates poorly with the more recently reported wider societal impact. We therefore end by call-ing for research on immersive virtual environments in which the broader social implications of the maturing technology are brought to the forefront of research.
Innovations in the underlying technologies of virtual, augmented, and mixed reality solutions have moved immersive virtual environments from sci-fi movies to a phenomenon of great societal impact. The last decade has seen use cases that ranges into gaming, education, health care, construction and retail. Paralleling the growing practical relevance, immersive virtual environments has also attracted interested from the research community in general and in par- ticular within the field of information systems. Although this proliferation of research has the potential to significantly improve our understanding of immersive virtual environments and their impact on individual, groups, organizations and society at large, absent is the necessary step of consolidating extant research efforts. With the objective to make an inventory that can guide further investigation, we review research on immersive virtual environments in the in-formation systems discipline through a scientometric analysis of the object of study and the research approach. We identify and analyse 120 articles, published in information systems journals and conference proceedings. We find an unbalanced inquiry, with an overwhelming focus on the individual in the context of gaming (virtual worlds) and education, which resonates poorly with the more recently reported wider societal impact. We therefore end by call-ing for research on immersive virtual environments in which the broader social implications of the maturing technology are brought to the forefront of research.
LanguageEnglish
Title of host publicationProceedings of the Seventy-eight Annual Meeting of the Academy of Management
EditorsGuclu Atinc
Number of pages1
Place of PublicationBriar Cliff Manor, NY
PublisherAcademy of Management
Date2018
Article number13932
DOIs
StatePublished - 2018
Event78th Annual Meeting of The Academy of Management : Improving Lives - Chicago, United States
Duration: 10 Aug 201814 Aug 2018
Conference number: 78
http://aom.org/annualmeeting/

Conference

Conference78th Annual Meeting of The Academy of Management
Number78
CountryUnited States
CityChicago
Period10/08/201814/08/2018
Internet address
SeriesAcademy of Management Proceedings
ISSN2151-6561

Cite this

Hofma, C. C., Henningsson, S., & Vaidyanathan, N. (2018). Immersive Virtual Environments in Information Systems Research: A Review of Objects and Approaches. In G. Atinc (Ed.), Proceedings of the Seventy-eight Annual Meeting of the Academy of Management [13932] Briar Cliff Manor, NY: Academy of Management. Academy of Management Proceedings, DOI: 10.5465/AMBPP.2018.13932abstract
Hofma, Christian Casper ; Henningsson, Stefan ; Vaidyanathan, Nageswaran . / Immersive Virtual Environments in Information Systems Research : A Review of Objects and Approaches. Proceedings of the Seventy-eight Annual Meeting of the Academy of Management. editor / Guclu Atinc. Briar Cliff Manor, NY : Academy of Management, 2018. (Academy of Management Proceedings).
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Hofma, CC, Henningsson, S & Vaidyanathan, N 2018, Immersive Virtual Environments in Information Systems Research: A Review of Objects and Approaches. in G Atinc (ed.), Proceedings of the Seventy-eight Annual Meeting of the Academy of Management., 13932, Academy of Management, Briar Cliff Manor, NY, Academy of Management Proceedings, Chicago, United States, 10/08/2018. DOI: 10.5465/AMBPP.2018.13932abstract

Immersive Virtual Environments in Information Systems Research : A Review of Objects and Approaches. / Hofma, Christian Casper ; Henningsson, Stefan; Vaidyanathan, Nageswaran .

Proceedings of the Seventy-eight Annual Meeting of the Academy of Management. ed. / Guclu Atinc. Briar Cliff Manor, NY : Academy of Management, 2018. 13932.

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

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Hofma CC, Henningsson S, Vaidyanathan N. Immersive Virtual Environments in Information Systems Research: A Review of Objects and Approaches. In Atinc G, editor, Proceedings of the Seventy-eight Annual Meeting of the Academy of Management. Briar Cliff Manor, NY: Academy of Management. 2018. 13932. (Academy of Management Proceedings). Available from, DOI: 10.5465/AMBPP.2018.13932abstract