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Virtual reality crime scene investigation: using asymmetric virtual reality to understand digital evidence

Oliver Fitton*

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

Abstract

Virtual Reality (VR) technology provides a unique opportunity to immerse learners in virtual environments. VR technology creates several barriers to access for learners, particularly as part of small group taught sessions. This case study explores the asymmetric use of VR to design out barriers to access. Universal Design for Learning principles and inspiration from an existing asymmetric VR game inspired a multi-model exercise that incorporates VR but offers learners a wide variety of engagement options. Using game mechanics baked into the Unity game engine, and additional gamification as part of a role-playing scenario it is possible to simulate a crime scene investigation from the perspective of a digital investigator. Within the context of a module that arms learners with perspectives to critique criminal justice procedure, this game can be used to foster debate and discussion about key issues that impact the collection and examination of digital evidence.

Original languageEnglish
Title of host publicationHow to Apply Game-Based Learning in Legal Education
EditorsSteven Montagu-Cairns, Craig Newbery-Jones, David Yuratich
Place of PublicationCheltenham, United Kingdom
PublisherEdward Elgar
Chapter14
Pages114-120
Number of pages7
ISBN (Electronic)9781035349647, 9781035390496
ISBN (Print)9781035349630
DOIs
Publication statusPublished - 26 Feb 2026

Keywords

  • Accessibility
  • Criminal Law
  • Cybercrime
  • Digital Evidence
  • Universal Design for Learning
  • Virtual Reality

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