INTRODUCTION HE use of virtual reality games has spread to various human activities in populations of all ages. In addition to technological advances, one of the reasons for the increased use of these games are family dynamics where parents occupy their day in work activities and children use free time in video games, internet and television, since the time to share with the family in outdoor activities has been reduced. This has contributed to the growth of digital culture in various countries. Information and Communication Technologies (ICTs), as well as virtual reality games, have become strategic allies in The learning processes, since interactivity increases motivation, a process that underlies
INTRODUCTION HE use of virtual reality games has spread to various human activities in populations of all ages. In addition to technological advances, one of the reasons for the increased use of these games are family dynamics where parents occupy their day in work activities and children use free time in video games, internet and television, since the time to share with the family in outdoor activities has been reduced. This has contributed to the growth of digital culture in various countries. Information and Communication Technologies (ICTs), as well as virtual reality games, have become strategic allies in The learning processes, since interactivity increases motivation, a process that underlies