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Fifty-four theses were analyzed by publication year, thesis type, language, university, department, purpose, virtual reality software and hardware types, and specific software/hardware names. Additional analyses covered educational sciences by research methods, data-collection tools, and samples, and keyword distributions. Results show a peak in 2019; most theses are master’s dissertations, using 3600 Video/3D Games software and VR headsets (Oculus Rift). Most data use quantitative methods, questionnaires, and undergraduate samples.",{"@graph":69,"@context":123},[70,84,106],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":40,"@type":76,"position":81},"https://docshare.wps.com/document/research-report/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/examination-of-postgraduate-theses-on-virtual-reality-in-the-field-of-social-sciences-in-turkey/592978/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/examination-of-postgraduate-theses-on-virtual-reality-in-the-field-of-social-sciences-in-turkey/592978.png","ImageObject",300,407,{"name":92,"@type":93},"Marglet","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-30","2026-10-15",true,{"@type":102,"interactionType":103,"userInteractionCount":105},"InteractionCounter",{"@type":104},"ViewAction",11,{"@type":107,"mainEntity":108},"FAQPage",[109,115,119],{"name":110,"@type":111,"acceptedAnswer":112},"What is the main aim of this study?","Question",{"text":113,"@type":114},"To examine open-access postgraduate theses in the Social Sciences with virtual reality in their titles through systematic review and content analysis.","Answer",{"name":116,"@type":111,"acceptedAnswer":117},"How many theses were analyzed and what variables were examined?",{"text":118,"@type":114},"Fifty-four postgraduate theses were analyzed by publication year, thesis type, language, university, department, purpose, virtual reality software and hardware types, and the specific software and hardware used.",{"name":120,"@type":111,"acceptedAnswer":121},"Which software, hardware, and research methods were most commonly used?",{"text":122,"@type":114},"3600 Video and 3D Games were the most used software types, Virtual Reality Headsets the most used hardware (with Oculus Rift as the leading brand), and quantitative methods were most preferred; questionnaires were the most used data-collection tool.","https://schema.org",{"og:url":83,"og:type":125,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":127,"canonical":83},"index,follow",{"doc_id":129,"site_id":62},592978,1792191297,{"code":4,"msg":5,"data":132},{"doc_id":129,"user_id":133,"nickname":92,"user_avatar":134,"doc_module":4,"category_id":39,"category_name":40,"doc_title":65,"doc_description":67,"doc_content":135,"file_id":136,"file_url":137,"file_type":138,"file_size":139,"view_count":105,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":140,"language":141,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":142,"faqs":143,"seo_title":144,"seo_description":67,"update_tm":145,"read_time":146,"preview_page_count":4},2336477982702,"https://ap-avatar.wpscdn.com/davatar_9964176cb1d06d4a9deccf72a44ae3dc","Examination of Postgraduate Theses on Virtual Reality in the Field of Social  \nSciences in Turkey  \nHakan Altınpulluk, İrem Demirbağ, Sehla Ertan, Yusuf Yıldırım, Ali Koçak, Turgay Yıldız, Mustafa Yıldırım, Birsen Sezgi Köse, Gül Özer Taylan, Selen Duygu Karagil, Elif Helvacı Aydın,  \nKenan Güven, Onur Türktan, Buse Tabak  \nAbstract: The aim of this study is to examine the open access theses in the Social Sciences group with virtual reality in the title of the review results made in the Council of Higher Education Thesis Center, through systematic review and content analysis method. It is thought that this study will narrow the wide scope of the notion of virtual reality and can describe the change and development over the years in the context of the field of social sciences. In the research, 54 postgraduate theses were examined and the distribution of the theses with virtual reality in their title were analyzed according to the years they were published, by type, by languages, by universities, by departments, according to the purpose of theses, by type of virtual reality software used, by type of virtual reality hardware, by the names of software and hardware. Since theses on educational sciences were intense, analysis was also carried out according to research methods, data collection tools and samples. In addition, the distribution of keywords in theses was also determined. Based on the obtained data, the highest number of theses was reached in 2019, while most of the theses were completed as master’s thesis. While theses on virtual reality are mostly completed at Bahçeşehir University, they intensify on the Department of Computer Education and Instructional Technology in terms of department type. In the theses, especially virtual reality game experiences are aimed. 3600 Video and 3D Games are the most used software types, while the Virtual Reality Headsets are the most used hardware. Oculus Rift is the most used virtual reality hardware brand. Beside these, it is found that quantitative method is mostly preferred, the most used data collection tool is questionnaire, and the most used sample group is undergraduate students.  \nKeywords: Virtual reality, three dimensional technologies, educational technology, systematic review, content analysis  \nHighlights  \nWhat is already known about this topic:  \n• Various content analysis and systematic review studies on virtual reality indicate that the studies in this field have drawn considerable interest and popularity in recent years.  \n• Although the concept of virtual reality has become more important in education in Turkey, it is safe to say that there is confusion regarding its use, and the tendency towards this concept in social sciences is relatively limited.  \nWhat this paper contributes:  \n• In Turkey, the most objective subject for graduate dissertations/theses on virtual reality has been determined to be obtaining virtual reality game experiences.  \n• While virtual reality glasses and smartphones are the most commonly used hardware in thesis/dissertations, 3600 videos and 3D games are the most preferred software.  \nImplications for theory, practice and/or policy:  \n• Given that the dissertations/theses on virtual reality in social sciences should be distributed to only 27 universities out of a total of 209 in Turkey, more universities should support the output of postgraduate dissertations/theses on virtual reality.  \n• Virtual reality studies should be encouraged in different departments other than computer and instructional technology education, game design or disciplines with technological dimensions such as Radio, Television and Cinema Department.  \nIntroduction  \nAlthough virtual reality applications, which are one of the innovations brought about by technological developments, have gained traction in all areas in recent years, their history dates back much further (Hasancebi et al. , 2018) . The story The World the Children Made, first published by Ray Bradbury in 19","cbCaigeTRsB1vTgg","https://ap.wps.com/l/cbCaigeTRsB1vTgg","pdf",522660,23,"English","# Abstract\n# Keywords\n# Highlights\n## What is already known about this topic\n## What this paper contributes\n## Implications for theory, practice and/or policy\n# Introduction","[{\"question\":\"What is the main aim of this study?\",\"answer\":\"To examine open-access postgraduate theses in the Social Sciences with virtual reality in their titles through systematic review and content analysis.\"},{\"question\":\"How many theses were analyzed and what variables were examined?\",\"answer\":\"Fifty-four postgraduate theses were analyzed by publication year, thesis type, language, university, department, purpose, virtual reality software and hardware types, and the specific software and hardware used.\"},{\"question\":\"Which software, hardware, and research methods were most commonly used?\",\"answer\":\"3600 Video and 3D Games were the most used software types, Virtual Reality Headsets the most used hardware (with Oculus Rift as the leading brand), and quantitative methods were most preferred; questionnaires were the most used data-collection tool.\"}]","Examination of Postgraduate Theses on Virtual Reality in the Field of Social Sciences in Turkey | PDF",1792076304,58]