Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/111741
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dc.creatorWang, H-
dc.creatorGao, Z-
dc.creatorZhang, X-
dc.creatorDu, J-
dc.creatorXu, Y-
dc.creatorWang, Z-
dc.date.accessioned2025-03-14T03:56:46Z-
dc.date.available2025-03-14T03:56:46Z-
dc.identifier.urihttp://hdl.handle.net/10397/111741-
dc.language.isoenen_US
dc.publisherElsevier BVen_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.rightsThe 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.subjectCultural Heritageen_US
dc.subjectGamificationen_US
dc.subjectHuman–computer interactionen_US
dc.subjectImmersive virtual exhibitionen_US
dc.subjectReviewen_US
dc.titleGamifying cultural heritage : exploring the potential of immersive virtual exhibitionsen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.volume15-
dc.identifier.doi10.1016/j.teler.2024.100150-
dcterms.abstractThis 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.accessRightsopen accessen_US
dcterms.bibliographicCitationTelematics and informatics reports, Sept 2024, v. 15, 100150-
dcterms.isPartOfTelematics and informatics reports-
dcterms.issued2024-09-
dc.identifier.scopus2-s2.0-85197576823-
dc.identifier.eissn2772-5030-
dc.identifier.artn100150-
dc.description.validate202503 bcch-
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumberOA_Scopus/WOSen_US
dc.description.fundingSourceSelf-fundeden_US
dc.description.pubStatusPublisheden_US
dc.description.oaCategoryCCen_US
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