Answers are grounded in this paper and cite their sources.
Purpose This study aims to systematically review empirical research on the application of immersive technologies, augmented reality (AR), virtual reality (VR), mixed reality (MR), extended reality (XR), and serious games for education and training in advanced manufacturing settings. Methodology A domain-based systematic review was conducted following the PRISMA guidelines. Five databases (ACM, IEEE, ScienceDirect, Scopus, and Web of Science) were searched for peer-reviewed studies published between 2015 and 2025. After screening 1,421 records, 38 empirical studies were included and analyzed to identify the types of technologies used, industrial contexts, operational domains, and reported outcomes. Findings The reviewed studies indicate that immersive technologies are predominantly applied in assembly, maintenance, safety, and logistics across diverse Advanced manufacturing sectors, with AR and VR receiving the most attention. Positive association reported around improvements in knowledge transfer, task performance, accuracy, efficiency, and hazard awareness. Serious games were comparatively underrepresented and mainly used for broader conceptual or managerial training. Key challenges included high implementation costs, hardware and software limitations, workforce readiness, privacy concerns, and physical discomfort during prolonged use. Originality This review provides a comprehensive synthesis of immersive technologies across advanced manufacturing contexts, addressing gaps in prior reviews by examining technologies collectively and highlighting underexplored areas, particularly serious games and co-designed training approaches.
No takes yet. Share an insight, caveat, or question.
Tanouri et al. (2026) studied this question.
Synapse has enriched 10 related papers. Consider them for comparative context: