Please use this identifier to cite or link to this item:
http://hdl.handle.net/10397/111741
DC Field | Value | Language |
---|---|---|
dc.creator | Wang, H | - |
dc.creator | Gao, Z | - |
dc.creator | Zhang, X | - |
dc.creator | Du, J | - |
dc.creator | Xu, Y | - |
dc.creator | Wang, Z | - |
dc.date.accessioned | 2025-03-14T03:56:46Z | - |
dc.date.available | 2025-03-14T03:56:46Z | - |
dc.identifier.uri | http://hdl.handle.net/10397/111741 | - |
dc.language.iso | en | en_US |
dc.publisher | Elsevier BV | en_US |
dc.rights | © 2024 The Author(s). Published by Elsevier B.V. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/). | en_US |
dc.rights | The following publication Wang, H., Gao, Z., Zhang, X., Du, J., Xu, Y., & Wang, Z. (2024). Gamifying cultural heritage: Exploring the potential of immersive virtual exhibitions. Telematics and Informatics Reports, 15, 100150 is available at https://doi.org/10.1016/j.teler.2024.100150. | en_US |
dc.subject | Cultural Heritage | en_US |
dc.subject | Gamification | en_US |
dc.subject | Human–computer interaction | en_US |
dc.subject | Immersive virtual exhibition | en_US |
dc.subject | Review | en_US |
dc.title | Gamifying cultural heritage : exploring the potential of immersive virtual exhibitions | en_US |
dc.type | Journal/Magazine Article | en_US |
dc.identifier.volume | 15 | - |
dc.identifier.doi | 10.1016/j.teler.2024.100150 | - |
dcterms.abstract | This paper reviews the potential of gamified cultural heritage in immersive virtual exhibitions. A systematic literature review following PRISMA guidelines identified 78 relevant papers from ACM and IEEE databases. Gamification and immersive technologies can provide interactive experiences to engage visitors and enhance their understanding of exhibits’ historical and cultural significance. Theoretical frameworks, including gamification theory, heritage interpretation theory, participatory heritage, immersive experience theory, and pedagogy, guide designing compelling experiences. Case studies like “Rome Reborn”, “Sutton House Stories”, and “Assassin’s Creed: Origins” demonstrate the efficacy of gamification in disseminating heritage. Key strategies include integrating augmented/virtual reality, multimodal data and 3D reconstruction, interactive narratives and gameplay, personalized experiences, advanced interfaces, balancing education and entertainment, and ensuring cultural sensitivity. Future work can explore AI-adaptive experiences, AR/VR integration, remote collaboration, educational game elements, and digital creativity models. Gamification and immersion provide innovative preservation and inheritance of cultural heritage. This review promotes digitalization and identifies literature gaps, supporting reflection on engagement’s past, present, and future. It aims to enable a broader appreciation of cultural heritage through technology. | - |
dcterms.accessRights | open access | en_US |
dcterms.bibliographicCitation | Telematics and informatics reports, Sept 2024, v. 15, 100150 | - |
dcterms.isPartOf | Telematics and informatics reports | - |
dcterms.issued | 2024-09 | - |
dc.identifier.scopus | 2-s2.0-85197576823 | - |
dc.identifier.eissn | 2772-5030 | - |
dc.identifier.artn | 100150 | - |
dc.description.validate | 202503 bcch | - |
dc.description.oa | Version of Record | en_US |
dc.identifier.FolderNumber | OA_Scopus/WOS | en_US |
dc.description.fundingSource | Self-funded | en_US |
dc.description.pubStatus | Published | en_US |
dc.description.oaCategory | CC | en_US |
Appears in Collections: | Journal/Magazine Article |
Files in This Item:
File | Description | Size | Format | |
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1-s2.0-S2772503024000367-main.pdf | 1.69 MB | Adobe PDF | View/Open |
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