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Gamifying Cultural Immersion: Virtual Reality and Mixed Reality in City Heritage

Filippo Sanfilippo, Marius Tataru, Minh Tuan Hua, Inge Johan Straumsøy Johansson, Diana Andone

2025IEEE Transactions on Games14 citationsDOI

Abstract

The exploration of city culture and heritage has gone through a fundamental transition in today's digital world, boosted by the introduction of extended reality (XR) technologies, such as virtual reality (VR), mixed reality (MR), and augmented reality. These developments have provided new opportunities for individuals to profoundly engage with historical narratives and artistic expressions inherent in urban environments. Despite these technical advancements, a critical research gap remains in properly combining these immersive technologies with gamification principles to improve cultural exploration. This study seeks to fill this gap by studying the integration of gamification into XR settings, with the goal of increasing participant engagement, cooperation, and interaction while digging into the various layers of a city's history and artistic heritage. Two complementary use cases are presented: one centred on VR and the other on MR, both of which provide unique immersive experiences customized to exploring city culture. Gamification ideas are implemented into these use cases, with game elements used to encourage user involvement and participation within historical and artistic settings. Students are actively involved in the development of cultural heritage applications, highlighting the value of educational engagement. To assess the success and validity of this approach, a system usability scale (SUS) questionnaire is distributed to users participating in these immersive experiences. The survey findings evaluate user perceptions, satisfaction levels, and the effectiveness of gamification aspects in improving their understanding and connection to the city's heritage. The VR application received a score of 71.77 (out of 100), while the MR application received a score of 65.94 (out of 100), both being very close to the average SUS score of 68. Moreover, to improve the rigour of our evaluation, the user engagement scale short form (UES-SF) is also incorporated. The UES results indicate that participants felt more immersed in the MR application (4.33) compared to the VR application (3.57). This difference may be attributed to the MR application's ability to integrate interactive elements with the real-world environment, enhancing the sense of presence and relevance for users. Both applications had similar perceived usability scores, while the MR app slightly outperformed the VR app in aesthetics and rewarding factors, suggesting a better overall user experience.

Topics & Concepts

Immersion (mathematics)Virtual realityMixed realityCultural heritageArtificial realityPsychologyHuman–computer interactionComputer-mediated realityComputer scienceGeographyArchaeologyMathematicsPure mathematics3D Surveying and Cultural Heritage
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