Resumen
Mixed reality, which merges the virtual and the real, is transforming the entertainment industry. Despite its increasing importance, the current state of the scientific literature on the topic is unknown. Thus, this study aims to investigate the research trends of Mixed Reality Applications in the entertainment industry. A bibliometric analysis based on the PRISMA-2020 declaration in Scopus and Web of Science is proposed. The findings suggest a sustained rise in interest, particularly in 2019 and 2021. Key figures like Cheok AD and concepts have progressed from“Simulation” to “Virtual YouTuber.” Emerging terms like “Gamification” and “User Experience” showcase the betterment of user experiences. This research emphasizes the requirement to confront challenges and seize opportunities in this expanding field. By promoting multidisciplinary collaboration, we can advance mixed reality applications in entertainment and track shifting trends.
Título traducido de la contribución | Mixed Reality Applications in the Entertainment Industry: thematic evolution and research agenda |
---|---|
Idioma original | Español |
Páginas (desde-hasta) | 316-327 |
- | 12 |
Publicación | RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao |
Volumen | 2024 |
N.º | E66 |
Estado | Indizado - 2024 |
Publicado de forma externa | Sí |
Nota bibliográfica
Publisher Copyright:© 2024, Associacao Iberica de Sistemas e Tecnologias de Informacao. All rights reserved.
Palabras clave
- gamification
- Mixed reality
- PRISMA-2020
- User experience
- Virtual reality