Claims

Computer-based simulation and immersive VR platforms differ in their primary limitations: feedback timeliness versus physiological discomfort

Claim · All claims
Evidence · 1 study · review r3 · q2
Currency · newest study 2026 · not yet checked against its sources · not reviewed by a person

Subclaims

Reading the evidence codes

q is the design tier, i the impact, n the sample, and the kind with its r the rigour judged within that kind: what each code means.

This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.

q2 i? Among the 17 included studies, computer-based simulation platforms were mainly limited by insufficient timeliness of feedback, while immersive VR platforms' limitations centered on physiological discomfort such as dizziness and nausea. → Zhang Guoyong 2026

Evidence

Zhang Guoyong 2026

Zhang Guoyong, Sun Xianghong, Yang Dan, Shao Qinwen. (2026). Nursing students’ experiences in virtual simulation teaching: a meta-synthesis of qualitative research. Frontiers in Public Health. https://doi.org/10.3389/fpubh.2026.1863553

q2 · i? · review · r3

Discussion-section comparison across the 17 included studies, of which 10 used computer-based VS and seven used more immersive VR technologies (headsets, smart glasses, or haptic simulators). The review attributes the differing limitations to each platform's respective technical constraints.

"the shortcomings of the computer-based simulation platform mainly lay in the insufficient timeliness of feedback within the computer program (9); Jeon (33), whereas the limitations of the VR platform centered on the physiological discomfort caused by VR glasses or headsets, such as dizziness and nausea (19, 34)."

Discussion

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generated by process:wiki-ingest on 2026-10-31
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