Abstract
In recent years, immersive environments and the technologies employed within them, such as Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), have become increasingly significant, particularly in the domains of education, work, and entertainment. Moreover, the concept of persistent, immersive virtual worlds – commonly referred to as Metaverses – has gained attention due to advancements and opportunities in VR and AR. These immersive environments are transforming how we work, especially in communication, coordination, and collaboration. Hence, an important question that arises is how these environments influence Quality of Working Life (QWL). This study provides an overview of the effects of immersive environments on QWL. We conducted a scoping review following the framework by Arksey and O’Malley in accordance with the PRISMA guidelines. The findings identify three major QWL topics influenced by immersive environments: (i) Mental Health, highlighting stress reduction and well-being enhancement; (ii) Safety & Prevention, emphasizing accident prevention and risk mitigation; and (iii) Workplace Design, focusing on improved ergonomics. We derive practical implications for QWL and provide theoretical implications to scoping reviews. While our study considered the short-term effects of such technologies as limitations, future studies should address the long-term effects of immersive environments on QWL.
1 Introduction
Immersive environments have become increasingly important in recent years, primarily due to the growing affordability of Augmented Reality (AR), Mixed Reality (MR), and Virtual Reality (VR) devices for households. 1 , 2 These technologies are widely used in education and training 3 , 4 , 5 , shopping 6 , 7 and gaming. 8 In addition to individual immersive applications, the concept of immersive virtual worlds is also important for collaboration, specifically driven by advances in VR and AR technologies. 1 , 9 , 10 , 11 These immersive virtual worlds (VW), often referred to as Metaverses, focus on providing an immersive, three-dimensional, persistent artificial environment in which users can interact through virtual characters (e.g., avatars) or real individuals. 2 , 12 , 13 , 14
Next to being a hobby, immersive environments with applied technologies such as AR, VR, and MR are becoming increasingly important for work and collaboration in persistent, immersive virtual worlds. They are important as they open up new possibilities for interaction, different forms of embedding information, and spatial connections. 8 For instance, VR allows users to visualize complex workflows in 3D spaces, which enhances understanding and productivity, particularly in fields like engineering. 15 AR, on the other hand, supports on-site collaboration by overlaying instructions directly into the user’s field of view, as demonstrated in maintenance and training contexts. 16 , 17 While the technical, conceptual, and performance aspects are promising, the users of these working environments should also be considered. For this, Quality of Working Life (QWL) is the main concept for analysis (e.g., Nanjundeswaraswamy & Swamy 18 , Walton 19 ). QWL refers to aspects such as physical well-being, material well-being, social well-being, and emotional well-being, as well as the development and activity of employees in their working context. 20 These dimensions are usually also reflected in job satisfaction as a closely related concept of perceived QWL. 21 , 22 QWL/job satisfaction are important considerations for work environments as employees choose their employers not only based on salary but also on these aspects [e.g., Sirgy et al. 23 ]. They are rather motivated to perform well and are more likely to stay in the job. Moreover, it is necessary to increase acceptance along with aspects of worker health and rights protection that are of interest not only to individuals but also to society (e.g., Nanjundeswaraswamy & Swamy 18 , Leitão et al. 24 ).
Despite their potential, immersive environments are not yet widely used as working environments due to, e.g., high implementation costs, technical challenges, and usability concerns. 25 , 26 For example, issues such as cybersickness, motion fatigue, and the need for user training hinder broader adoption. 25 , 26 , 27 Additionally, the integration of immersive environments into organizational workflows often requires substantial changes in existing infrastructure and processes, which can be a barrier for many companies. 12 At the same time, the effectiveness of immersive environments in improving QWL depends significantly on how collaboration processes and workflows are designed and deployed. Poorly structured processes may undermine potential benefits, such as stress reduction or enhanced teamwork. 28 , 29
Since immersive environments lead to changes and are not yet widely used as working environments, it is crucial to understand the potential implications on employees’ QWL and to direct the future of work. These technologies provide transformative opportunities for communication, coordination, and collaboration, particularly in remote or distributed teams. 9 , 30 They extend traditional tools such as video conferencing by enabling deeper engagement in virtual environments, facilitating training, simulations, and 3D collaboration that can replace physical presence in creative and industrial work settings, such as emergency training. 3 The extent to which these environments impact QWL, however, depends on their configuration and the collaborative mechanisms employed. Well-designed collaborative workflows are essential for leveraging the benefits of immersive technologies to improve QWL. 31 , 32
Thus, we pose the following research questions: (a) Which topics have been addressed when considering QWL in immersive environments, and (b) which immersive technologies have been considered in particular? To answer those, we apply scoping review guidelines as method for our study. To the best of our knowledge, there are no reviews that consider QWL in immersive environments, which is why we aim to close this gap. To structure our results, we use the PRISMA method, 33 which provides a rigorous framework for scoping reviews. Scoping reviews are important for immersive environment research across various areas. For instance, scoping reviews have been conducted on the impact of the virtual worlds on health, 34 challenges, privacy, and security issues related to digital environments, 35 as well as in the field of emergency medicine. 36
Furthermore, scoping reviews were conducted to examine the impact of AR, VR, and MR on performance and subjective experience in assembly tasks, 37 and on the effects of VR and AR on consumers in shopping environments. 6 These studies demonstrate the widespread use of the scoping review method in immersive environment research and its contribution to important insights into various aspects of immersive virtual environments. Our review contributes to a better understanding of the consequences of immersive environments for QWL.
The article is structured as follows: First, we provide an overview of the related concepts in the theoretical background. This is followed by the method section, in which we describe the parameters of the conducted scoping review. Section 4 presents the results, which are then discussed in Section 5, where we derive a research agenda and pose future research directions. Ultimately, we provide conclusions, limitations of our study, and theoretical and practical implications.
2 Theoretical background
2.1 Immersive environments
Immersive environments are digital, virtual simulations/applications or virtual worlds in which users fully immerse themselves in a computer-generated reality or integrate digital, non-physical elements into their physical surroundings. 38 , 39 , 40 , 41 Sensory experiences can be created through visual, auditory, and/or haptic stimuli, which convey a sense of physical presence in the simulated world. 39 , 42 Immersive environments are enabled by various technologies such as VR, AR, and MR – collectively referred to as Extended Reality (XR). 41 , 43 , 44 Each technology offers a different approach to immersion and also differs in terms of use cases. 5 , 16 , 45 , 46 , 47
The lowest level of immersion is AR. 48 AR enhances physical reality by overlaying digital information or objects, such as images, texts, and 3D models, on the physical environment in real-time without fully replacing it. 16 , 48 , 49 AR utilizes cameras, sensors, and processors to analyze the physical surroundings and superimpose virtual objects in real-time. 41 , 47 For instance, AR applications have proven particularly effective in reducing cognitive load during complex tasks, enhancing both performance and user satisfaction. 17 In the workplace, AR is used in maintenance and repair, such as assisting technicians with troubleshooting machinery through visual instructions. 5 , 17 Another example is the use of AR for neurosurgical training, where difficult surgical scenarios can be practiced using various AR applications. 5
Considering the level of immersion, MR is level two, between AR and VR. 48 MR seamlessly blends the real world with virtual elements, allowing users to interact with both worlds simultaneously, supported by advanced mapping and sensors. 40 , 48 MR allows virtual objects to be embedded in the real world while being physically manipulable. 48 An example is the use of Microsoft HoloLens 2 in medicine, where MR enables real-time data integration with visual aids during live surgeries, enhancing decision-making and increasing precision. 3 , 50 In industrial settings, MR systems have also demonstrated utility in enabling ergonomic workspace designs, reducing physical strain for workers. 51
VR offers level-three immersion by completely replacing the real world with computer-generated environments and requires specialized hardware, such as head-mounted displays (HMDs), like the Oculus Rift. 3 , 52 Common workplace applications include training for complex industrial tasks, such as practicing assembly steps or repairs in virtual environments without the need for expensive physical equipment. 5 , 15 Moreover, VR facilitates collaboration in distributed teams by enabling immersive environments that replicate physical meeting dynamics, enhancing team cohesion and productivity. 28
While immersive technologies such as AR, MR, and VR are typically used for short-lived, temporary environments that can be restarted as needed, there are also more expansive, immersive virtual world platforms, such as the Metaverse(s) (e.g., Wang et al. 8 ). Metaverses differ fundamentally from the typical applications of immersive technologies: They are developed as persistent, immersive virtual environments that coexist with the physical world, seamlessly integrating work, social interaction, and everyday activities. 8 Metaverses are large, interoperable networks of one or more 3D virtual worlds, which can be accessed synchronously and continuously by an unlimited number of users across various industries. 53 Within these environments, essential data, such as identities, are preserved and can be adapted to meet diverse needs. 53 , 54 , 55 Dwivedi et al. 2 categorize the Metaverse into group-oriented purposes (e.g., virtual offices, remote teamwork) and individual-oriented purposes (e.g., gaming, entertainment, and virtual business). This distinction highlights the Metaverses’ versatility in serving both collaborative and personal needs. 2 Recent studies show that current developments in Metaverses are fundamental for a socio-economic system that will be closely intertwined with the global economy. 2 Hence, Metaverses have been subject to various studies in recent times. 1 , 2 , 54 Notably, metaverse platforms are also being explored for their potential to enhance cross-cultural collaboration by bridging geographical and cultural gaps. 56
While XR (AR, MR, and VR), as the primary interface technologies, 2 have already reached the required technical maturity, 57 only limited progress has been made due to technical challenges in communication, coordination, and interoperability. 57 , 58 This has led to the conclusion that a functional Metaverse has not yet emerged. 55 , 59 Researchers emphasize that AR, MR, and VR are not synonymous with the Metaverse but are rather technologies through which the Metaverse can be experienced. 2 , 8 , 13
Furthermore, Schöbel & Tingelhoff 32 highlight that the successful realization of the potential of Metaverse platforms is depending not only on overcoming technical challenges but also on addressing societal challenges. These include fostering trust and acceptance, integrating into social structures, and effectively communicating the potential benefits and risks. 32 Addressing these societal factors is particularly crucial for ensuring equitable access to the Metaverse, especially for underrepresented groups. 60 With the increasing digitization of the workplace and the ongoing evolution of Metaverses, they are expected to be more common in work environments. 30 This could fundamentally change how people work, creating new forms of work opportunities.
Consequently, QWL could be significantly impacted. The persistent nature of these virtual worlds sets them apart from the short-term use cases of other immersive technologies, highlighting the need to consider Metaverses as a distinct development in the realm of immersive environments. In the following, when we refer to Metaverse platforms, we will understand them as technical tools 2 and use the term Virtual Worlds synonymously, as Metaverses represent the current development stage or virtual worlds. 1 Finally, Figure 1 illustrates the differences between the immersive technologies AR, MR, VR, and VWs (e.g., Metaverses), summarizing their respective levels of immersion, required hardware and software, as well as potential work tasks associated with each technology.

Immersive technologies scale.
2.2 Future of work in immersive environments
Technological changes such as AR, MR, VR, its applications and immersive virtual worlds in general, as well as Artificial Intelligence, economic changes like digital business models, and sociodemographic changes such as the pluralization of employment requirements bring numerous new demands for companies regarding the future of work (e.g., Santana & Cobo 61 ). In particular, digitalization has profoundly changed the way work is done and the necessary skills employees need in terms of communication, coordination, and collaboration with IT tools, a change accelerated by the global SARS-CoV-2 pandemic. 62 , 63
Identifying the future work competencies employees need to adapt to future requirements has received significant attention in research. 64 , 65 , 66 Research has highlighted numerous essential soft and hard skills needed for future work, such as adaptability for dynamic shifts between projects, high social skills, innovation capability, and willingness to learn. Employees will also need to be mobile, able to switch between different projects quickly, possess social and communication skills, and be familiar with office tools that require quick learning, creativity, IT skills, and teamwork. 67 , 68 The multitude of new demands carries the risk of quality deficits associated with economic costs. 67 Therefore, companies need to invest in training and retraining their employees to ensure they have the necessary skills and qualifications.
Immersive Environments offer a way to develop essential skills in a targeted manner. VR- and AR-based learning platforms provide opportunities to acquire practical skills and enable the development of crucial soft skills such as communication and teamwork. Holuša et al. 4 demonstrate that VR creates an immersive and interactive learning environment, which is particularly effective in fostering practical abilities and social competencies. Similarly, Kiss et al. 69 emphasize that VR is valuable in the business context for training teamwork and communication. Employees can enhance their skills in realistic, simulated environments. 69 Doroudian 70 further highlights that immersive environments improve social presence and coordination, which is especially important in team-oriented work settings.
On the other hand, immersive environments are transforming how communication, coordination, and collaboration occur in the workplace. Communication serves as the foundation for other processes, enabling information exchange and shared understanding through various channels, e.g., in immersive environments. 28 , 29 In VR and AR, teams can communicate in immersive environments using nonverbal cues like eye contact and gestures, reducing misunderstandings and enhancing interaction. 29 , 30 , 56 , 71 Coordination builds upon communication by aligning individual efforts and resources toward shared objectives. 28 , 72 Immersive environments enhance coordination through AR and MR functionalities, allowing remote experts to overlay instructions directly into the user’s field of view, which facilitates the precise execution of complex tasks. 30 , 72 Finally, collaboration integrates communication and coordination into shared problem-solving and goal achievement. 4 , 9 , 29 Real-time project work in immersive environments allows teams to share and manipulate visual representations in simulated settings, thereby increasing efficiency and fostering shared understanding. 5 , 30 In immersive settings, tools like AR and VR enable synchronized interactions, facilitating better collaborative dynamics and reducing the ambiguity often present in remote teamwork. 30 , 72 Well-designed work processes and user-friendly technologies are crucial for this, as individuals are often not experts in collaboration. 73 , 74 Providers of immersive solutions must take responsibility for creating these conditions to foster meaningful collaboration. 32 , 60
Workplaces are already evolving as companies establish Metaverse offices for telework and remote work. 2 , 56 Examples of this include platforms developed by Gather, Teamflow, NVIDIA, and Meta Inc. 30 , 75 According to Šímová et al., the productivity of virtual teams can be increased through knowledge, autonomy, creativity, trust, communication, and physical health. 30 It is unclear whether these factors are applicable in virtual worlds like Metaverses. 30 Employees must also have the skills to utilize the technical aspects of VR, MR, and AR systems. 3 , 4 This includes explicit proficiency in handling the necessary hardware, such as HMDs, controllers, and the relevant software. 4 Additionally, spatial awareness is essential or must be developed to effectively interact with objects in augmented, mixed, or virtual reality environments. 4 , 76 Furthermore, trust in the respective technology is one of the most significant prerequisites for working in immersive virtual environments/worlds and new technologies in general. 31 , 77 There is a need to foster trust in this technology to achieve usage and acceptance. 31 , 77 According to Nevo et al., employees who already use virtual worlds, such as games, for leisure purposes can recognize their suitability for the workplace and thus contribute to dissemination and acceptance within their company. 60
Additionally, well-being could be promoted by quickly entering and leaving virtual worlds, facilitating a switch between work and leisure. 78 Immersive technologies such as VR and AR are the subject of scientific debate regarding health concerns. “Cybersickness” or “motion sickness” can occur, which can affect hand-eye coordination, 27 lead to rapid eye fatigue, 79 and cause nausea, headaches, and dizziness. 25 While this primarily affects older VR systems, 26 current devices are also impacted. 25 Future studies should address these issues to ensure that the use of VR systems will be smoother in the future. Moreover, in a few years, AR, MR, and VR will be widely used for employee training and development, conducting meetings, and organizing events and conferences. 80 Utilizing virtual worlds allows employees to fulfill their professional obligations from various geographical locations, overcoming territorial restrictions, potentially leading to better work-life balance and lower employee turnover. 81 , 82 This is because virtual worlds like the Metaverse can create a more pleasant working environment and thus help reduce work-related stress. 83 Furthermore, if properly designed, virtual worlds can increase productivity and be free from distractions that can occur in physical work environments such as the office. 84 , 85 On the other hand, it is not only the responsibility of employees to master immersive technologies but also of providers to ensure usability through user-centered design, collaborative workflows, and process-supporting technologies. Intuitive interfaces and training can further ease adoption and acceptance. 32 , 60
2.3 Quality of Working Life (QWL)
Taking these effects into account, the term QWL generally refers to employees’ satisfaction with their work life. It assesses the quality of the relationship between the employee and their work environment. 24 , 86 QWL represents a multi-dimensional concept in human resource management, which has been operationalized differently in various periods. 87 , 88 It is also defined as a program to enhance employee satisfaction to improve the satisfaction, productivity, and effectiveness of a company. 88 , 89 Richard Walton introduced the term QWL in the 1970s. 19 In his article “Quality of Working Life: What Is It?” Walton defined eight dimensions that constitute the QWL: fair compensation, safe working conditions, opportunities for development, job security, social integration, participation rights, work-life balance, and the societal significance of work. These factors are intended to promote employee well-being and create a positive, fulfilling work environment. 19
Research on QWL began in the 1960s, initially focusing on dimensions of the desirability of working conditions. 24 From the 1980s onwards, the need satisfaction approach and additional dimensions were introduced. 24 In today’s context, these two perspectives are often combined, 24 resulting in a variety of QWL dimensions, including intrinsic work motivation, job satisfaction, happiness, job autonomy, job security, safe working environments, physical health & safety, job stress & mental health, work-life balance, facilities & aesthetic needs, training & development, as well as workload, which vary depending on the model, author, year, and context. 18 , 23 , 86 , 90 , 91 , 92 , 93 , 94 , 95 Thus, it can be concluded that there is no unified concept to measure QWL holistically. 90 Overall, however, the authors agree that determining QWL always involves interactions between employees and work contexts or contents.
Closely related to the concept and dimensions of QWL and partly integral is job satisfaction, one of the most studied concepts in work and organizational psychology. 96 Yang 97 argues that QWL can be seen as a precursor to job satisfaction. Job satisfaction is often considered a separate concept, distinct from QWL, as QWL mainly focuses on employees’ well-being, a point of consensus in the literature. 24 , 98 , 99 , 100 Nevertheless, some QWL research integrates job satisfaction, particularly due to the combination of the mentioned perspectives (e.g., Nanjundeswaraswamy & Swamy 18 and Warr et al. 90 ). In our study, we treat job satisfaction as one dimension of QWL. QWL is usually measured using satisfaction levels. 101
While the diversity of QWL dimensions in the literature reflects its complex and multi-faceted nature, recurring themes allow for a more structured understanding of the concept. 18 , 23 , 95 These themes address fundamental aspects of employees’ work experiences, such as their psychological well-being, physical safety, and the design of their work environment. 18 , 24 , 95 Walton’s foundational work identified dimensions like safe working conditions, opportunities for development, and work-life balance as key components of QWL. 19 Subsequent research has expanded on these ideas, emphasizing the importance of mental health, risk prevention, and ergonomic workplace design. 18 , 19 , 23 , 24 , 95 Despite the absence of a universally accepted framework for measuring QWL holistically, 90 the literature consistently highlights three overarching dimensions that capture the key aspects of QWL: (i) Mental Health, (ii) Safety & Prevention, and (iii) Workplace Design.
Mental Health refers to employees’ psychological well-being, stress levels, and ability to maintain a work-life balance. 19 , 95 , 102 This dimension is closely tied to intrinsic factors such as autonomy and self-worth, which Walton 19 emphasized early on and is further supported by contemporary perspectives that stress the balance between work demands and mental resources. 23 , 95 , 102
Safety & Prevention involve ensuring physical and psychological safety at the workplace to minimize risks and hazards. 18 , 24 , 95 Researchers such as Nanjundeswaraswamy & Swamy 18 and Ellis & Pompili 95 emphasize that accident prevention, ergonomic measures, and safeguarding employees’ physical health are essential for QWL.
Workplace Design pertains to the physical layout and structure of the work environment. 18 , 19 , 23 Walton 19 and Sirgy et al. 23 highlight that a well-designed work environment not only reduces stress and workload but also enhances productivity and creates a more pleasant atmosphere for employees. 18 , 19 , 23
These overarching dimensions provide a structured lens for analyzing QWL, capturing the interplay between mental well-being, physical safety, and the design of the work environment. 18 , 23 , 95 By consolidating these recurring themes from the literature, we establish a robust foundation for understanding how QWL is influenced across diverse work contexts. 18 , 24 , 90 This perspective allows for a more systematic exploration of QWL, particularly in evolving settings such as those shaped by immersive technologies. 18 , 19 , 23 , 95
In summary, QWL can be identified as a crucial factor in attracting and retaining qualified employees, 24 , 103 which can lead to a competitive advantage in the context of the Future of Work, especially in the War for Talents 104 and the diversified demands of different generations (e.g., Baby Boomers, Generation Y, etc.). 89
3 Methods
To answer our research questions, we utilized the scoping review method by Arksey and O’Malley. 105 This method aims to map the relevant literature in the field of interest, providing a search strategy, a standardized data extraction form, and a risk of bias assessment. 105 Our study also used the widely recognized Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) framework 33 to guide literature reviews. The PRISMA framework provides a systematic approach for conducting literature reviews and is widely used in academic research to ensure transparency and rigor in the review process. 33 , 106
3.1 Literature search
The electronic databases used for the literature search are: (i) Scopus, (ii) IEEE, (iii) AISEL, and (iv) PubMed. The literature search was limited to works written in English. All articles were accessed from July to September 2024, with the last search run in September 2024 to update the results.
The search string used three AND conditions, covering the areas of immersive environments, work, and QWL (components). The keyword selection and search string for our inquiry are presented in Table 1.
Keyword selection.
Area | Keywords used |
---|---|
Immersive environment/virtual worlds | “Immersive environment*” OR “immersive world*” OR “virtual world” OR “metaverse*” OR “cyberspace*” OR “omniverse*” OR “superverse*” OR “hyperverse*” OR “artificial reality” OR “network of virtual world*” OR “virtual environment*” OR “simulated reality” OR “holographic reality” OR “multiverse*” OR “cybercosm*” OR “augmented reality” OR “virtual reality” OR “mixed reality” OR “extended reality” OR “AR” OR “VR” OR “MR” OR “XR” OR “mirror world*” OR “simulated environment*” |
Work | “Workplace” OR “office” OR “work” OR “employment” OR “collaboration” OR “communication” OR “coordination” |
Quality of Working Life (components) | “Work*life integration” OR “work*life balance” OR “quality of work*life” OR “QWL” OR “quality of working*life” OR “job satisfaction” OR “well-being” OR “work*life quality” |
3.2 Selection of studies
This scoping review examines the impact of working in immersive environments on QWL. During the study period, we gathered a total of 1,210 records from various sources: Scopus (n = 821), IEEE (n = 244), AISeL (n = 8), and PubMed (n = 137). Additionally, we identified two records through a manual search, which were included in our analysis. Duplicates (n = 197) were removed manually. The study selection flowchart is presented in Figure 2.

PRISMA-ScR flow diagram.
3.3 Inclusion and exclusion of studies
The remaining records (n = 1,015) were classified as “relevant” and “non-relevant” for our research. To do so, three inclusion and one exclusion criteria were applied when reviewing the title and abstract, which are shown in Table 2.
Inclusion and exclusion criteria.
No. | Inclusion criteria | Exclusion criteria |
---|---|---|
1 | The study investigates work in an immersive environment. | The study represents a document, such as a book, glossary, or conference review, in which the keywords were randomly discovered, but no studies were included that addressed all the keywords. |
2 | The study investigates working conditions, i.e., the QWL. | |
3 | The focus of the study is on the level of employees. |
The inclusion criteria were defined as follows: (1) Work in immersive environments refers to work activities supported by AR, MR, VR, or VW, such as VR-based training or AR-assisted maintenance processes. 3 , 4 Working conditions (2) relate to the dimensions of QWL, as outlined in Chapter 2.3. These include physical, psychological, and organizational factors such as stress reduction, safety, and work-life balance, grounded in established QWL literature from Walton 19 and Nanjundeswaraswamy & Swamy. 18 Additionally, the study had to examine the (3) employee level, focusing on workers’ experiences and perceptions. For example, studies analyzing the impact of VR on employees’ stress reduction or workload were included, while technological or purely organizational aspects without a direct connection to employees were excluded. 9 The exclusion criterion specifies that studies were excluded if they represented documents such as books, glossaries, or conference reviews where the keywords appeared incidentally, but no research was conducted that addressed all the defined keywords in a meaningful and systematic manner.
If all the inclusion criteria were met, and the exclusion criteria did not apply, the result was included in the in-depth analysis (n = 60). It should be noted that abstracts were not available for ten of the records. The literature search was conducted by two reviewers independently of each other, that is, blinded, to determine whether a study would be included in our research or not. To report on the differences of this independent procedure (and for risk of bias assessment 107 ), we used Cohen’s kappa coefficient. 108 In this process, we calculated a kappa value of 0.92, which represents an almost perfect agreement between the author and the reviewer, according to McHugh. 108 Subsequently, disagreements between the author and the reviewer concerning the inclusion and exclusion criteria that were applied to the studies were solved by consensus.
Following that, the 60 records were examined in full text for eligibility. Twenty-eight records were excluded: Thirteen did not reflect immersive environments for work as the focus of the research, eight did not focus on QWL, one focused on technology aspects/processes, two represented only a research idea or abstract for a talk, one did not reflect employees, two were not accessible, and one had an English abstract but was written in another language (see Figure 1).
3.4 Overview of the selected articles
A total of 32 records were considered relevant and thus examined. The publication frequency of the results by year is shown in Figure 3. The records included 17 journal articles, 10 conference papers, two reviews, and three book chapters.

Publication frequency by year.
Table 3 shows the distribution of research methods used in the respective contributions according to the immersive technology used.
Distribution of records according to research method.
Research method | AR | MR | VR | VW | Sum of records | Percentage share (approx.) |
---|---|---|---|---|---|---|
Conceptual | 2 | 4 | 6 | 18.75 % | ||
Empirical | 2 | 2 | 9 | 1 | 14 | 43.75 % |
Experimental | 1 | 1 | 6 | 8 | 25.00 % | |
Reviews | 4 | 4 | 12.50 % | |||
Sum | 3 | 3 | 21 | 5 | 32 | 100.00 % |
To assess quality, the SCImago Journal Rank (SJR) metric was applied, which combines citation frequency with the prestige of citing journals, providing a transparent framework for evaluating the quality of journal-based research (e.g., Falagas et al. 109 ). The clustering techniques and visualization capabilities of SJR further enhance its suitability for evaluating interdisciplinary research, which is particularly relevant for rapidly evolving fields like immersive technologies. 110 While 56.25 % of the records originate from Q1 and Q2 journals, and 9.38 % of the records are classified as Q4 journals, 34.38 % are non-indexed sources, including conference papers, grey literature, and book chapters, as shown in Table 4. These non-indexed sources were included to capture emerging perspectives and applied insights, reflecting the growing need to address gaps in formal literature through diverse publication types. 110 This approach ensures that both foundational and innovative contributions, often emerging first in non-indexed formats, are represented in this review.
Quality of records according to SCImago Journal Rank (SJR) metric.
SJR best quartile | AR | MR | VR | VW | Sum of records | Percentage share (approx.) |
---|---|---|---|---|---|---|
Q1 | 9 | 1 | 10 | 31.25 % | ||
Q2 | 3 | 2 | 2 | 1 | 8 | 25.00 % |
Q3 | 0.00 % | |||||
Q4 | 2 | 1 | 3 | 9.38 % | ||
None of these | 1 | 8 | 2 | 11 | 34.38 % | |
Sum | 3 | 3 | 21 | 5 | 32 | 100.00 % |
3.5 Coding framework
To systematically analyze and structure the results of our scoping review, we developed a coding framework based on the immersive environment technologies employed. In accordance with the presentation in Chapter 2.1 and the identified results, these environments can be sorted into four categories: Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and Virtual Worlds (VW). This classification allows us to examine different types of immersive technologies within immersive environments specifically and analyze their respective impacts.
In a second step, the results were structured according to the dimensions of the QWL. As previously described (see Chapter 2.3), there is currently no universally applicable framework for comprehensively capturing QWL. However, to enable systematic analysis, we clustered the results according to the QWL dimensions identified in the initial literature review, which we summarized into three major topics: (i) Mental Health, (ii) Safety & Prevention, and (iii) Workplace Design. Table 5 provides a summary of the coding framework, including the definitions and characteristics of each QWL dimension.
Figure 4 provides an overview of the relevant studies, highlighting the research methods used, the classification of immersive environment technologies, and the connection to QWL.

Results according to the coding framework.
4 Results
In the following chapter, we report the findings of the 32 studies included in our review, guided by the immersive technologies and the QWL criteria considered. As shown in Figure 4, of the 32 studies, 22 are VR, three are AR, three are MR, and four are VW. Of the 21 VR results, nine are related to mental health, six to safety and prevention, and six to workplace design. Of the three AR results, two are associated with mental health and one with workplace design. The three MR results pertain to safety and prevention, as well as workplace design. The five VW results are distributed as follows: two relate to mental health, and three to workplace design. In total, 13 results are connected to mental health, eight to safety and prevention, and 11 to workplace design. The detailed results are provided below. In total, 13 results are associated with Mental Health, eight with Safety & Prevention, and eleven with Workplace Design. The detailed findings are presented below.
4.1 Augmented Reality (AR)
4.1.1 Mental health
Pereira et al. 127 examine the integration of AR technologies into Lean Production in Smart Factories, i.e., logistic work environments, aiming to improve working conditions, reduce ergonomic risks, and enhance workflow efficiency. A case study was presented to analyze the effects of implementing AR on the work environment and employee acceptance. By developing a methodology called Risk Assessment for Ergonomics and Safety in Logistics (RAES-Log), the study analyzed the requirements for implementing AR to minimize existing risks and optimize ergonomic conditions. The study emphasized the importance of employee involvement and acceptance in introducing AR technologies to develop tailored and effective technologies. Results indicated that AR technologies have the potential to reduce musculoskeletal disorders, improve work quality, and increase efficiency. Employees also exhibited a positive attitude toward the proposed AR solutions, suggesting that these technologies could foster employee engagement, motivation, and well-being. 127
The study by Rinnert et al. 128 investigated the impact of AR presentation of performance and internal state information of team members on team leaders in a simulated Mixed Reality (MR) team environment. It examines how the visualization of stress information in AR affects team members’ performance and how team leaders can utilize this information to optimize task allocation and promote team members’ well-being. Specifically, the AR presentation of stress levels allows team leaders to identify overburdened team members and reallocate workloads to minimize errors caused by stress. The results show that this approach enhances team productivity while simultaneously supporting psychological well-being. The authors suggest that AR techniques can improve stress management and task optimization in various dynamic work environments. 128
4.1.2 Workplace design
Gerdenitsch et al. 129 investigated the use of AR-based assistance systems in a laboratory experiment involving assembly tasks with 117 participants. The study focuses on user experiences related to autonomy, passive work attitudes, and responsibility. The findings indicate that participants experienced a limited perception of autonomy, as the AR system rigidly dictated assembly steps. This led to a passive work attitude, where participants followed instructions without engaging in active decision-making. Despite this, participants still attributed errors internally, highlighting a paradox between reduced autonomy and retained personal accountability. The study underscores the importance of designing AR systems that balance instructional guidance with opportunities for user control, thereby fostering a sense of autonomy, responsibility, and active engagement.
4.2 Mixed Reality (MR)
4.2.1 Safety & Prevention
Li et al. 130 present a MR platform aimed at improving occupational safety and health (OSH) through immersive training. By combining MR with Cyber-Physical Systems (CPS) and IoT technologies, the platform enables realistic simulations of workplace hazards, allowing employees to be trained for dangerous scenarios without facing physical risks. The preventive approach enhances hazard awareness and significantly reduces accidents. Additionally, ergonomic and safety-related aspects are integrated into the design of the work environment, improving both physical and mental working conditions. The study highlights MR as a valuable tool for proactive risk reduction and accident prevention.
The study by Rauh et al. 131 describes the development and implementation of MR On-SeT, a MR platform specifically designed for occupational safety training. The platform utilizes technologies such as Microsoft HoloLens to create realistic scenarios that simulate hazardous workplace situations. This allows employees to train in a safe, controlled environment, enabling them to identify and mitigate potential dangers. MR On-SeT has been deployed in several international facilities, with over 540 employees across different countries participating in the training sessions. Participants found the training sessions engaging and were able to gain valuable experience through the simulation of hazards, all without being exposed to real-world risks.
4.2.2 Workplace design
Bruno et al. 51 present in their study a MR system for the ergonomic assessment of workstations in the industrial sector. The system integrates motion capture tools, a head-mounted display, and ergonomic analysis software to create an immersive, realistic simulation of the work environment. Physical prototypes, produced through 3D printing, provide haptic feedback, allowing the user to manipulate real objects within the virtual environment. This hybrid setup enables precise tracking of the user’s postures and movements, which are then analyzed for ergonomic factors, such as back strain or arm positioning, using the RULA (Rapid Upper Limb Assessment) method. A case study conducted on an automotive assembly and welding station validated the system and highlighted potential improvements in workstation design. The findings suggest that the MR system offers a more realistic and efficient method for ergonomic evaluation and workplace optimization compared to traditional, purely virtual approaches.
4.3 Virtual Reality (VR)
4.3.1 Mental health
Walters et al. 111 investigate the effects of virtual environments on work, specifically examining the effectiveness of a VR tourism experience in a nature-based marine setting to promote mental well-being in the workplace. The study employs a pre-post experimental design conducted in a laboratory setting. Results show that a three-minute VR session enhanced concentration and mental well-being, although it did not significantly reduce mental fatigue. Walters et al. emphasize that VR can serve as a restorative intervention for stress management, particularly for employees with limited opportunities for regular vacations.
In their study, Balconi & Angioletti 102 employ a pre-post experimental design conducted in a laboratory setting. Results show that a three-minute VR session enhanced concentration and mental well-being, although it did not significantly reduce mental fatigue. They emphasize that VR can serve as a restorative intervention for stress management, particularly for employees with limited opportunities for regular vacations.
Riches et al. 132 conducted a systematic review to evaluate the effectiveness of VR and other immersive technologies in promoting workplace well-being, identifying 17 relevant studies. The findings of the review indicate that VR has positive effects on employees’ mental well-being. Most of the evaluated studies reported significant improvements in stress reduction, relaxation, and overall quality of life. However, further research is needed to validate the long-term effectiveness and applicability of these technologies in real-world work environments, with a focus on specific occupational groups and natural work contexts.
In the randomized crossover study conducted by Bodet-Contentin et al., 112 the effectiveness of 8-min VR sessions in a nature-immersive environment on the quality of breaks for intensive care nurses was investigated. The results indicate that VR significantly reduces fatigue and promotes a greater sense of detachment from the work environment during breaks. Participants in the randomized study reported better recovery and a potentially positive impact on their mental health. The study underscores the importance of structured breaks and innovative technologies in enhancing the well-being of healthcare professionals.
The study by Skorupska et al. 116 examines the use of VR to enhance communication in high-risk, isolated environments, specifically in a simulated lunar mission. During their two-week study, daily briefings conducted via audio communication were compared to those held in VR using Horizon Workrooms. The results demonstrate that VR significantly improves communication quality, particularly in complex discussions, by fostering a stronger sense of shared space and emotional connection. Participants reported higher engagement, faster-paced discussions, and enhanced well-being following VR meetings compared to audio-based sessions. The study suggests that VR can promote interpersonal relationships and psychological well-being in high-risk environments such as space exploration and calls for further research on VR in communication.
Similar to the preceding study, the study by Lyons et al. 113 investigates the implementation of VR as a psychological support tool for individuals in isolated and confined environments, such as Mars simulations. The VR component is utilized to provide stress-reducing, nature-based immersive experiences, which are considered particularly valuable in sensory-restricted environments. In qualitative interviews, participants report a positive impact from the VR experiences, although there is a desire for a greater variety of content. The results indicate that the use of VR had positive effects on the emotional well-being of the participants, with a specific emphasis on the need for a broader range of content. These findings also highlight the necessity of autonomous psychological support systems in extreme work environments to ensure mental health and efficiency.
Also, Salamon et al. 115 present the application of VR to maintain the mental health of astronauts on long-duration space missions in their paper. They argue that VR, through the creation of immersive virtual environments, could be an effective method for addressing isolation, sensory deprivation, and social monotony. The authors propose VR-based solutions such as virtual nature, simulated social interactions, and interactive entertainment media to promote astronauts’ psychological well-being and reduce stress. The authors call for further research to better understand the effectiveness and practical challenges of implementing VR in space.
Weiß & Heuten’s 133 study examines the impact of virtual stressors on healthcare workers in a simulated intensive care unit (ICU) environment. The authors developed a VR scenario that simulates typical stressors such as time pressure and interruptions. In an experiment with 26 participants, the impact of these stressors on physiological and subjective stress levels was examined. The results indicate that VR-based simulations can effectively induce stress, particularly through interruptions and time pressure, and can thus serve as a basis for stress-related training. By implementing VR training, healthcare workers can be better prepared for stressful situations, potentially leading to improvements in mental health and overall Quality of Working Life.
4.3.2 Workplace design
Macchi & Pisapia 125 compare the effects of different interaction environments – Virtual reality, face-to-face, and 2D video conferencing – on psychological and cognitive metrics in the workplace. The study, involving 40 participants from an Italian electricity transmission company, aimed to deepen the understanding of the impact of digital communication technologies on group dynamics, cognitive performance, and well-being in professional settings. The findings suggest that virtual reality fosters a more collaborative and peaceful environment, although initial users may experience greater fatigue, highlighting the need for further ergonomic advancements and user adaptation. Age-related differences were observed, particularly in the perception of motivation-related and emotional exhaustion in the VR environment. Face-to-face meetings remain the most effective in promoting flow, while VR emerges as a promising alternative, offering immersive experiences that enhance task significance, positive emotions, and collaboration.
The study by Simonetto et al. 121 presented a methodological framework for integrating motion-capture systems and VR for designing workplaces in the assembly industry within the context of Industry 4.0. They emphasized the importance of these technologies for optimizing workplace design and performance. They developed five steps enabling the design of workplaces that consider productivity and occupational safety, as well as the specific requirements of an aging workforce. The paper’s research method was qualitative and included applying the developed framework in a case study to redesign an assembly workplace for a medium-sized pump. The results showed reduced assembly times by approximately 15 % and decreased ergonomic risks from high to medium. The work provides a comprehensive insight into the application of motion-capture systems and VR for designing workplaces, demonstrating the potential of these technologies for the assembly industry.
To examine the impacts of environments on negotiations, van der Wijst et al. 126 conducted an experimental design where participants engaged in negotiations in either an office or beach setting within a VR laboratory. The study analyzed how the environment influenced the mood, stress levels, and satisfaction of negotiation participants. The environment was realistically represented in both settings through visual and auditory stimuli. The results indicated that negotiations at the beach led to more positive emotions and reduced perceived work-related stress, although no significant differences in negotiation outcomes were observed. The study provides crucial insights into how the environment can influence negotiation processes and offers perspectives on the role of the environment in shaping successful negotiations.
The study by Kiluk et al. 124 examines the effects of different virtual work environments on users’ flow, performance, emotional state, and preferences. Three virtual environments were created and evaluated through a user study involving 15 participants: a dark room, an empty room, and a furnished room. Although no significant differences in objective performance were observed between the virtual environments in the experiment, variations in subjective experiences and perceptions among participants were evident. Participants reported feeling less distracted and more focused in the dark and empty rooms compared to the furnished room. Notably, the empty room was associated with the highest levels of relaxation and calmness. These findings highlight the importance of considering user comfort and well-being in the design of virtual work environments.
The impacts of wall colors and room temperatures on the productivity and well-being of employees in both real and virtual environments were investigated by Latini et al. 123 23 participants were involved in tests, performing productivity tasks, and filling out questionnaires on thermal and visual comfort. The study compared the results between real and virtual environments and found no significant differences in productivity and perception ratings. No significant effects of colors and temperatures on productivity and comfort were identified. The results support the suitability of VR as a research technology in this field. The study emphasizes the importance of the office environment for employee satisfaction and productivity, suggesting that color design and room temperature are crucial factors to be considered.
The study by Carnazzo et al. 122 explores the integration of VR and wearable devices to improve workplace ergonomics, particularly in the automotive industry. It presents a Unity-based application that utilizes motion-capturing data to enable a three-dimensional analysis of postures in work environments. This technology allows the incorporation of ergonomic principles in the design phase, testing of various scenarios, and the collection of worker feedback. This approach is crucial for preventing musculoskeletal disorders, promoting employee health and well-being, and enhancing productivity. Furthermore, the findings indicate that VR and wearable sensors can also support training and learning in the workplace.
4.3.3 Safety & Prevention
By considering geological and mining employees who work on coal mining projects, Pamidimukkala & Kermanshachi 117 developed virtual reality training programs for geological and mining employees to facilitate the recognition of possible hazards in the workplace. They recommend repairing or maintaining machines, observing operations, operating haulage and utility trucks, handling tools and materials, getting equipment on or off, conducting inspections, and escaping hazards. They do so as they develop their VR scenarios using software that creates animated 3-dimensional films that are interactive. Hence, bad and good scenarios were presented to the employees, i.e., that displayed how hazardous situations should be handled or not. The employees had to fill out surveys about how to handle hazardous situations pre- and post-training. Pamidimukkala & Kermanshachi found that the results were better in the post-training.
Jacobsen et al. 118 developed a framework for generating and assessing VR data that uses light detection and ranging (LiDAR) technology to ensure construction safety training in physical and virtual environments. They reconstructed hazardous situations in virtual environments using physical conditions that are not harmful to the employees who are out for training, such as walking a plank on construction sites. As their employees had to perform specific tasks and rectify hazards during their training sessions, Jacobsen et al. 118 determined that virtual training is beneficial to raising attention towards construction site hazards and how to rectify them.
The systematic review by Strzałkowski et al. 119 examines the application of VR technologies in mining and construction. Over 100 scientific articles were analyzed to present the current state of research in these industries. The results indicate a growing interest in VR technology, highlighting its popularity and versatility. VR is understood to improve workplace safety, increase efficiency, and optimize project profitability. Additionally, the review discusses how VR can enhance work quality and employee well-being through immersive learning opportunities and innovative training approaches. The study provides a comprehensive overview of VR applications in mining and construction, identifies research gaps, and outlines future developments in this field.
The study by Thai et al. 79 investigates the integration of eye exercises into VR sessions to enhance visual comfort. By analyzing various exercises such as “Thumb-moving” and “Figure-eight”, the effectiveness of “Active Breaks” for quick eye recovery during VR experiences is examined. The study uses objective measurements like blink rate and subjective questionnaires, including the Computer Vision Syndrome Questionnaire and the Simulator Sickness Questionnaire, to assess the impact of the exercises. Although no significant differences were found between performing the exercises in the real world and the VR environment, participants preferred doing the exercises in the real world. The results suggest that regular “Active Breaks” during VR sessions can improve user well-being.
In their paper, Innocenti et al. 120 present the ALBO project, which utilizes game-based VR environments to improve risk perception and well-being in the workplace. The study examines how VR influences risk assessment by providing an indirect, immersive experience that allows users to challenge their usual decision-making heuristics and heighten awareness of stress-related and safety-relevant hazards, with a focus on prevention. The study employs a multiple case study approach to transform real work processes into VR scenarios, which are then made interactive through an adventure-game format. While the study is still ongoing, preliminary data suggest that these game-based VR environments can significantly enhance awareness of safety risks and psychosocial hazards.
Klomp et al. 114 present the multiple strategies employed by the CDC in their paper to safeguard the health, safety, and resilience of personnel deployed during the Ebola outbreak in West Africa. The manuscript explains preemptive training programs and post-deployment support for staff who faced potentially traumatic and dangerous conditions. A key component was the use of VR to simulate stressful emergency scenarios, allowing participants to practice coping strategies in a safe, virtual environment. The focus was on maintaining the psychological well-being and safety of the responders, and the training was developed in close collaboration with the Center for the Study of Traumatic Stress to enhance the effectiveness of these interventions.
4.4 Virtual worlds
4.4.1 Mental health
Wu et al. 134 examine the use of VW for social and psychological support, particularly in isolated and confined environments such as long-duration space missions to Mars. They demonstrate that VW, in combination with Virtual Agents (VAs), can be used to maintain social interactions, mitigate sensory deprivation, and promote mental health. The study introduces a virtual communication center called the Family Communication Center (FAMCOM), which allows users to maintain social connections through asynchronous communication while also offering spaces for relaxation within the virtual environment. These environments feature realistic simulations of nature experiences designed to reduce stress and enhance feelings of connection. The authors emphasize that the psychological benefits gained in virtual worlds can be transferred to real life and contribute to the maintenance of mental well-being in extreme working environments.
Continuing their research, Wu et al. 135 examine the use of Virtual Environments and Virtual Agents to support the psychosocial health of astronauts during long-term space missions. The ANSIBLE system (A Network of Social Interactions for Bilateral Life Enhancement) is described as aiming to promote social interactions and enable asynchronous communication through virtual environments. This is intended to address the psychological challenges of isolation, monotony, and sensory deprivation that occur during long-duration spaceflights. The system offers various strategies to combat social monotony, provide sensory stimulation, and maintain psychological well-being. Key applications include the use of virtual agents for social interactions and the provision of nature-like virtual scenarios designed for relaxation and stress relief.
4.4.2 Workplace design
To improve developers’ productivity with workplace design, Mehra et al. 136 generated a VW allowing developers to work in virtual environments like beaches or parks while using their familiar development tools and sitting at their physical workplace. In its early phase, the study emphasizes the importance of the environment for the mood and productivity of developers. It demonstrates how a customized virtual environment can have positive effects and improve the well-being of developers, ultimately leading to increased productivity.
The literature analysis by Al Harthy et al. 137 explored the impacts of the metaverse in the professional environment, emphasizing its significance for improving Work-Life Balance, job satisfaction, and employee performance. Recommendations were provided for creating a work environment that ensures fairness, inclusivity, and accessibility to avoid existing inequalities. Future research areas were identified, including the investigation of the long-term effects of the metaverse on employee well-being and organizational outcomes. The study also highlighted the importance of employee health in the context of the metaverse in the workplace. They proposed exploring the psychological and social aspects influencing employees’ experiences in the metaverse work environment and developing methods to support employees in coping with stress.
The study by Rozak et al. 138 examines the impact of the metaverse as a virtual office on human resource management practices. The authors argue that the implementation of the metaverse as a virtual office can transform the work environment and create new opportunities to enhance employee well-being. They identify three strategic approaches for leaders to effectively integrate the metaverse into the work environment: (i) encourage productivity, (ii) encourage flexibility, and (iii) encourage connectivity. Additionally, the significance of HR gamification as an approach to adapting HRM practices in virtual offices is emphasized.
Cousins & Varshney 139 explore how ubiquitous computing environments can support the balance between work and personal life. By utilizing mobile technologies and connected environments, physical and virtual spaces can either be merged or distinctly separated, depending on user preferences. The authors conduct qualitative case studies, demonstrating that these technologies enable users to coordinate work and personal activities more efficiently by adjusting communication and accessibility strategies. The paper proposes that future computing environments should be designed to offer more flexible interfaces and contexts to seamlessly integrate or separate work and life spaces according to individual needs.
5 Discussion
Our study employed the scoping review methodology according to Arksey and O’Malley 105 to investigate the impact of work in immersive environments on the QWL, based on the immersive technology used, utilizing the PRISMA framework. 33 In total, 32 relevant studies were identified. The results show different dimensions of QWL and were clustered into three main topics: mental health, safety, and workplace design. The investigation revealed that immersive technologies such as VR, MR, AR, and VW could contribute to improving QWL.
The identified studies showed that AR generates added value in workplace design and ergonomic design in particular, as it can reduce physical stress on employees. These studies focus specifically on the physical aspects, such as musculoskeletal disorders, 127 but less on potential advantages, such as stress reduction through assisted work processes. Accordingly, it remains unclear at this stage to what extent AR can promote mental health in the workplace in the longer term. Furthermore, according to Gerdenitsch et al., further studies are needed to clarify how AR can be designed to promote autonomy and a sense of responsibility among employees. 129 In this context, AR applications that dynamically reallocate tasks based on visualized workload data have shown potential for improving stress management and coordination. 129 , 130 Future research should explore how these approaches can be systematically designed to enhance both physical and mental well-being.
MR offers the potential for improving the QWL of employees through the seamless merging of the real and virtual worlds, particularly in Safety & Prevention. Studies such as those by Li et al. and Rauh et al. show that MR technologies can implement immersive training and hazard prevention in a realistic way, which helps reduce workplace accidents. 130 , 131 However, there is a gap in research on how MR affects mental health in the long term, especially in highly stressful work environments. While VR is increasingly used for stress-reducing interventions, 102 , 111 , 115 the potential role of MR is not yet well understood. Future research should address how MR-based training tools can simultaneously enhance physical safety and psychological resilience, particularly in hazardous workplaces. 130 , 131
The results show that VR can promote mental health, compared to AR and MR. Thus, VR environments, such as immersive nature experiences, can be effectively used for stress management and recreation in the workplace and thus achieve short-term improvements in well-being, especially in occupations with high-stress levels. 102 , 111 These results are consistent with previous research and suggest that rapidly switching between virtual environments in work and leisure contexts can positively influence employee well-being. 31 , 77 However, the identified studies focus on short-term VR interventions. It remains unclear whether these short-term positive effects also persist in the longer term and how they can be integrated into the daily routine of workers. For instance, structured workflows in VR have been shown to reduce work-related stress by enhancing collaboration. 60 , 130 Future research should examine how VR interventions can be embedded into everyday workflows to ensure sustained benefits. VR also plays a central role in QWL in terms of safety and prevention. The technology is increasingly being used to train workers in high-risk occupations, as it enables safe, realistic simulation of dangerous work situations and can help reduce occupational accidents. 117 In workplace design, VR also offers possibilities that can impact QWL. In terms of workplace design, creating virtual workspaces that can be individually adapted to the needs of employees increases satisfaction and productivity, particularly in globally networked companies or hybrid work models. 125 Hence, researching how VR can improve social interaction and collaboration between remote teams, especially considering the potential of metaverse platforms, is important.
VW enabled by metaverse platforms, offer a new dimension for workplace design and psychological well-being. They not only enable the personalization of work environments but also new forms of social interaction, which are particularly important in isolated work environments. 134 , 135 Nevertheless, research in this area is still in its infancy. While there is some evidence that virtual worlds can reduce stress and promote social well-being, comprehensive studies on the long-term psychological effects of VW on employees in regular work environments are still lacking. Additionally, future research should investigate how virtual worlds can be designed to support collaboration and reduce isolation while managing the risks of “always-on” connectivity. 31
A comparative look at the immersive technologies regarding QWL shows that each immersive technology offers specific strengths and weaknesses. Based on the findings, AR significantly benefits ergonomic workplace design by reducing physical strain, but its effects on mental health are not yet well understood. MR, on the other hand, shows great potential in implementing realistic safety training and accident prevention, yet there is a lack of studies on its long-term effects on mental health. VR stands out particularly in the field of mental health, as it can conduct stress-reducing interventions and improve well-being in the short term. However, it remains unclear how these effects can be integrated into the daily work routine in the long term. Finally, VW offers new possibilities for workplace design and social interactions, especially in isolated work environments. However, comprehensive studies on the long-term psychological effects in regular work settings are still lacking.
Trust is a crucial aspect, which is why immersive technologies should be tested in advance, in contrast to the abrupt switch to teleworking during the global SARS-CoV-2 pandemic. To build trust, the ability to connect with others in an immersive environment that makes interactions feel real and meaningful plays an important role in reducing uncertainty, as shown in the study by Srivastava & Chandra. 77 Previous research also shows that employees who use virtual worlds in their free time are well able to assess their suitability for the workplace and contribute to their dissemination within the company, 60 which may also apply to immersive technologies and should be investigated.
Coding framework for QWL dimensions.
Dimension | Definition | Characteristics/examples |
---|---|---|
Mental health | Refers to employees’ psychological well-being, stress levels, and ability to maintain work-life balance. 19 , 95 , 102 | –Reduction of stress and support for emotional recovery
111
,
112
,
113
–Enhancement of psychological resilience in challenging environments 114 , 115 –Support for visual comfort and reduction of fatigue in immersive environments 79 –Improvement of well-being through positive emotional engagement 113 , 116 |
Safety & Prevention | Involves ensuring physical and psychological safety at the workplace to minimize risks and hazards. 18 , 19 , 24 , 95 | –Improvement of risk awareness and hazard recognition
117
,
118
,
119
–Development of safe practices and accident prevention strategies 114 , 118 , 120 –Strengthening of safety-related decision-making under stressful conditions 114 , 120 –Promotion of proactive safety behavior through immersive learning 117 , 119 |
Workplace design | Refers to the physical layout and configuration of the work environment, including ergonomics. 18 , 19 , 23 | –Design optimization for ergonomic and productivity improvements
121
,
122
–Reduction of environmental distractions to improve focus and performance 123 , 124 –Adaptation of workspaces to enhance user comfort and satisfaction 123 , 124 –Facilitation of collaboration and interaction in work environments 125 , 126 |
Our results highlight several future research topics summarized in Table 6, with potential research questions. Answering these questions can be very helpful for science and practice to create an adequate virtual, immersive world for employees, aiming to attract and retain talent in the context of the war for talent.
Future research directions.
QWL dimension | Immersive technology | Research questions |
---|---|---|
Mental health | AR | How can AR technologies be designed to promote autonomy and a sense of responsibility among employees? How can AR-enabled processes improve coordination and reduce stress by dynamically reallocating tasks? |
MR | What role does MR play in managing stress and improving mental well-being in high-stress work environments? How can MR-based tools dynamically adapt workflows to reduce stress and enhance employee engagement? |
|
VR | What are the long-term effects of integrating VR-based stress management interventions into daily work routines? How can VR enhance social interaction and collaboration between remote teams in hybrid work models? How can long-term exposure to VR environments influence user acceptance and emotional well-being? How can VR-based interventions be tailored to address job-specific stress factors in diverse occupational settings? |
|
VW | How can virtual worlds foster social interactions and reduce stress without introducing new stressors such as technology overload? How can virtual worlds enhance collaboration and reduce isolation in distributed and hybrid teams? What are the challenges in integrating virtual worlds into the everyday workflows of hybrid teams, considering individual preferences and acceptance? |
|
Safety & Prevention | AR | What role can AR play in improving situational awareness and preventing physical risks in hazardous workplaces? How can AR-based safety training be tailored to specific industries to enhance risk perception and preparedness? |
MR | How effective are complex MR-based hazard simulations in preparing employees for both physical and psychological risks? How can MR technologies address cognitive overload while providing immersive safety training? |
|
VR | How can VR simulations effectively train employees for high-risk tasks while maintaining engagement and retention? How can VR-based safety training compare to traditional methods in terms of learning retention and practical application? How can collaboration design in VR improve hazard communication and decision-making? |
|
Workplace design | AR | How can AR technologies be designed to promote autonomy and responsibility while enhancing workplace processes? How can AR improve ergonomic workplace design while supporting diverse user groups? |
MR | How can MR tools support the development of ergonomic workplace designs that reduce physical strain? How can MR-based workplace tools integrate real-time feedback to optimize ergonomic workflows? |
|
VR | How can VR enable the customization of workspaces to improve productivity and reduce distractions in hybrid work settings? How can VR enhance team collaboration and ergonomic planning through shared virtual environments? |
|
VW | How can virtual worlds improve collaboration in hybrid teams while enhancing workplace design? How can virtual workspaces be personalized to enhance comfort and engagement for diverse user groups? How can virtual worlds support workplace design by adapting to different work tasks and user needs? How can virtual worlds enhance the efficiency of hybrid work models by seamlessly integrating physical and virtual work environments? How can the use of virtual worlds as part of hybrid work models influence workplace satisfaction and design flexibility over the long term, considering their potential for personalized workflows and seamless integration of physical and virtual environments? |
6 Conclusions
This paper has addressed the impact of immersive environments, according to the technologies AR, VR, MR, and VW, on QWL. The findings suggest that immersive technologies offer promising opportunities to enhance various dimensions of QWL, summarized as (i) Mental Health, (ii) Safety & Prevention, and (iii) Workplace Design. However, the results also reveal significant research gaps that need to be addressed to fully understand the long-term effects of these technologies on the work environment.
6.1 Theoretical implications
First, we contribute to the existing research by providing a first analysis of the impact of immersive environments on QWL. The analysis is based on a scoping review that provides insights into the existing literature. Second, we present a research agenda to guide future research directions. Since there are not many studies, especially given the novelty of immersive virtual worlds in relation to QWL, this agenda is of significant importance and should be considered before emerging virtual worlds such as Metaverses are developed and introduced into new work contexts. Furthermore, potential negative aspects of introducing immersive virtual technologies in the work context should be considered since the identified research on this topic has been predominately positive. These concerns, for example, include the problems with VR and AR that can lead to “cybersickness” and “motion sickness.” Third, our analysis provides a framework for topics on QWL in future work contexts in immersive environments. It enables research questions to be consolidated and the field to be further developed.
6.2 Practical implications
Our findings contribute to companies and society in several ways. First, the results are particularly relevant for companies. They highlight which technologies are most effective for specific aspects of promoting QWL. Our findings stress the importance of designing immersive environments that support well-structured collaborative processes, which are key to leveraging their potential benefits for QWL, including stress reduction and improved team dynamics. Companies can use these technologies strategically to optimize work environments, reduce stress, and prevent accidents, especially in safety-critical areas. Notably, VR is particularly promising for stress reduction in high-stress scenarios.
Furthermore, it becomes clear that companies should experiment with XR technologies, in general, before implementing VW to identify and respond to potential risks associated with these technologies early on. It is not time to wait until rigorous results are available from research; instead, ideas should be tested depending on the work environment. Second, we have demonstrated that immersive environments have the potential to reduce stress and promote well-being not only in the workplace but also in other societal areas. The research findings provide insights into the transformation of the working world through immersive environments. This is especially relevant for discussions about the future of workplace design and safety, particularly in an increasingly digitalized and globalized world. Finally, our findings offer individuals the opportunity to consciously choose companies that use these technologies to enhance their personal QWL.
6.3 Limitations
As with any research, our study has limitations. First, the search string used is limited to the keywords used. There may be other relevant terms that would identify other relevant articles. Second, we did not use a holistic framework, as one does not yet exist for QWL. We developed our own, but the accuracy could be improved by using a validated framework. Third, a considerable of the focus is on the short-term effects of immersive technologies on mental health, safety, and workplace design. Long-term effects, such as the continued use of XR technologies or working in virtual worlds and their potential negative effects (e.g., technology fatigue), remain uninvestigated, as indicated by our results.
Acknowledgment
The authors would like to thank the master’s students Ms. Zvenyhorodska, Ms. Kakavand, and Mr. Mohammadian for their support in preparing the final research protocol in the form of our Appendix. We would also like to thank Mrs. Ina Krauledat-Gray from the Language Center at the Wismar University of Applied Sciences for proofreading our text for grammar and spelling.
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Research ethics: Not applicable.
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Informed consent: Not applicable.
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Author contributions: All authors have accepted responsibility for the entire content of this manuscript and approved its submission.
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Use of Large Language Models, AI and Machine Learning Tools: During the preparation of this paper, the authors used Grammarly AI for Microsoft Word (version 6.8.263) and ChatGPT (version 3.5) to improve the language and readability of this article. After using these tools, the content was reviewed and edited.
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Conflict of interest: The authors state no conflict of interest.
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Research funding: None declared.
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Data availability: The data that support the findings of this study are openly available in Open Science Framework (OSF) at https://osf.io/g98bv/?view_only=cca74349eed145ad925eccdb19c26d13.
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Articles in the same Issue
- Frontmatter
- Special Issue on “Usable Safety and Security”
- Editorial on Special Issue “Usable Safety and Security”
- The tension of usable safety, security and privacy
- Research Articles
- Keeping the human in the loop: are autonomous decisions inevitable?
- iSAM – towards a cost-efficient and unobtrusive experimental setup for situational awareness measurement in administrative crisis management exercises
- Breaking down barriers to warning technology adoption: usability and usefulness of a messenger app warning bot
- Use of context-based adaptation to defuse threatening situations in times of a pandemic
- Cyber hate awareness: information types and technologies relevant to the law enforcement and reporting center domain
- From usable design characteristics to usable information security policies: a reconceptualisation
- A case study of the MEUSec method to enhance user experience and information security of digital identity wallets
- Evaluating GDPR right to information implementation in automated insurance decisions
- Human-centered design of a privacy assistant and its impact on perceived transparency and intervenability
- ChatAnalysis revisited: can ChatGPT undermine privacy in smart homes with data analysis?
- Special Issue on “AI and Robotic Systems in Healthcare”
- Editorial on Special Issue “AI and Robotic Systems in Healthcare”
- AI and robotic systems in healthcare
- Research Articles
- Exploring technical implications and design opportunities for interactive and engaging telepresence robots in rehabilitation – results from an ethnographic requirement analysis with patients and health-care professionals
- Investigating the effects of embodiment on presence and perception in remote physician video consultations: a between-participants study comparing a tablet and a telepresence robot
- From idle to interaction – assessing social dynamics and unanticipated conversations between social robots and residents with mild cognitive impairment in a nursing home
- READY? – Reflective dialog tool on issues relating to the use of robotic systems for nursing care
- AI-based character generation for disease stories: a case study using epidemiological data to highlight preventable risk factors
- Research Articles
- Towards future of work in immersive environments and its impact on the Quality of Working Life: a scoping review
- A formative evaluation: co-designing tools to prepare vulnerable young people for participating in technology development
Articles in the same Issue
- Frontmatter
- Special Issue on “Usable Safety and Security”
- Editorial on Special Issue “Usable Safety and Security”
- The tension of usable safety, security and privacy
- Research Articles
- Keeping the human in the loop: are autonomous decisions inevitable?
- iSAM – towards a cost-efficient and unobtrusive experimental setup for situational awareness measurement in administrative crisis management exercises
- Breaking down barriers to warning technology adoption: usability and usefulness of a messenger app warning bot
- Use of context-based adaptation to defuse threatening situations in times of a pandemic
- Cyber hate awareness: information types and technologies relevant to the law enforcement and reporting center domain
- From usable design characteristics to usable information security policies: a reconceptualisation
- A case study of the MEUSec method to enhance user experience and information security of digital identity wallets
- Evaluating GDPR right to information implementation in automated insurance decisions
- Human-centered design of a privacy assistant and its impact on perceived transparency and intervenability
- ChatAnalysis revisited: can ChatGPT undermine privacy in smart homes with data analysis?
- Special Issue on “AI and Robotic Systems in Healthcare”
- Editorial on Special Issue “AI and Robotic Systems in Healthcare”
- AI and robotic systems in healthcare
- Research Articles
- Exploring technical implications and design opportunities for interactive and engaging telepresence robots in rehabilitation – results from an ethnographic requirement analysis with patients and health-care professionals
- Investigating the effects of embodiment on presence and perception in remote physician video consultations: a between-participants study comparing a tablet and a telepresence robot
- From idle to interaction – assessing social dynamics and unanticipated conversations between social robots and residents with mild cognitive impairment in a nursing home
- READY? – Reflective dialog tool on issues relating to the use of robotic systems for nursing care
- AI-based character generation for disease stories: a case study using epidemiological data to highlight preventable risk factors
- Research Articles
- Towards future of work in immersive environments and its impact on the Quality of Working Life: a scoping review
- A formative evaluation: co-designing tools to prepare vulnerable young people for participating in technology development