VR Games in Cultural Heritage: A Systematic Review of the Emerging Fields of Virtual Reality and Culture Games
Abstract
:1. Introduction
2. Background Work
2.1. Learning Experiences with Games in Cultural Heritage
2.2. VR as a Medium in Cultural Heritage
2.3. Learning Experiences with VR Games
3. Methodology
3.1. Review-Research Questions
3.2. Search Strategy
- Discovered main terms by identifying the main concepts from the RQs.
- Identified alternative synonyms (or spellings) for these terms.
- Checked the keywords in relevant studies.
- Added alternatives spellings and synonyms by using Boolean OR.
- Linked main terms by using Boolean AND.
3.3. Inclusion and Exclusion Criteria
3.4. Quality Assessment
3.5. Coding Scheme
4. Results
4.1. VR Games—Charactersitics
4.2. Cultural Practices—Learning Gains
4.3. Player Experience
5. Discussion
5.1. RQ1: Positive and Negative Impacts of VR Games
5.2. RQ2: VR Games to Support Cultural Heritage
5.3. Limitations of This Systematic Review
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Acknowledgments
Conflicts of Interest
References
- Aitamurto, T.; Won, A.S.; Sakshuwong, S.; Kim, B.; Sadeghi, Y.; Stein, K.; Royal, P.; Kircos, C.L. From FOMO to JOMO: Examining the fear and joy of missing out and presence in a 360° video viewing experience. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, Yokohama, Japan, 8–13 May 2021; pp. 1–14. [Google Scholar]
- Nikolaou, A.; Schwabe, A.; Boomgaarden, H. Changing social attitudes with virtual reality: A systematic review and meta-analysis. Ann. Int. Commun. Assoc. 2022, 46, 1–32. [Google Scholar] [CrossRef]
- Lu, J.; Xiao, X.; Xu, Z.; Wang, C.; Zhang, M.; Zhou, Y. The potential of virtual tourism in the recovery of tourism industry during the COVID-19 pandemic. Curr. Issues Tour. 2022, 25, 441–457. [Google Scholar] [CrossRef]
- Selmanović, E.; Rizvic, S.; Harvey, C.; Boskovic, D.; Hulusic, V.; Chahin, M.; Sljivo, S. Improving accessibility to intangible cultural heritage preservation using virtual reality. J. Comput. Cult. Herit. 2020, 13, 1–19. [Google Scholar] [CrossRef]
- Škola, F.; Rizvić, S.; Cozza, M.; Barbieri, L.; Bruno, F.; Skarlatos, D.; Liarokapis, F. Virtual reality with 360-video storytelling in cultural heritage: Study of presence, engagement, and immersion. Sensors 2020, 20, 5851. [Google Scholar] [CrossRef] [PubMed]
- Raptis, G.E.; Fidas, C.; Avouris, N. Effects of mixed-reality on players’ behaviour and immersion in a cultural tourism game: A cognitive processing perspective. Int. J. Hum. Comput. Stud. 2018, 114, 69–79. [Google Scholar] [CrossRef]
- Ćosović, M.; Brkić, B.R. Game-based learning in museums—cultural heritage applications. Information 2019, 11, 22. [Google Scholar] [CrossRef]
- Anderson, E.F.; McLoughlin, L.; Liarokapis, F.; Peters, C.; Petridis, P.; De Freitas, S. Developing serious games for cultural heritage: A state-of-the-art review. Virtual Real. 2010, 14, 255–275. [Google Scholar] [CrossRef]
- Ch’Ng, E.; Li, Y.; Cai, S.; Leow, F.T. The effects of VR environments on the acceptance, experience, and expectations of cultural heritage learning. J. Comput. Cult. Herit. 2020, 13, 1–21. [Google Scholar] [CrossRef]
- Karahan, S.; Gül, L.F. Mapping Current Trends on Gamification of Cultural Heritage. In Game+ Design Education; Springer: Berlin/Heidelberg, Germany, 2021; pp. 281–293. [Google Scholar]
- Camps-Ortueta, I.; Deltell-Escolar, L.; Blasco-López, M.F. New technology in Museums: AR and VR video games are coming. Commun. Soc. 2021, 193–210. [Google Scholar] [CrossRef]
- Liu, X.; Li, Q. Digital mobile games in education. In Encyclopedia of Mobile Phone Behavior; IGI Global: Hershey, PA, USA, 2015; pp. 454–465. [Google Scholar]
- Kang, Y.; Yang, K.C. What Do Facebook Users Feel About Facebook Advertising?: Using an Experience Sampling Method (ESM) to Explore Their Digital Advertising Experiences. In Impacts of Online Advertising on Business Performance; IGI Global: Hershey, PA, USA, 2020; pp. 1–27. [Google Scholar]
- Robson, K.; Plangger, K.; Kietzmann, J.H.; McCarthy, I.; Pitt, L. Is it all a game? Understanding the principles of gamification. Bus. Horiz. 2015, 58, 411–420. [Google Scholar] [CrossRef]
- Mortara, M.; Catalano, C.E.; Bellotti, F.; Fiucci, G.; Houry-Panchetti, M.; Petridis, P. Learning cultural heritage by serious games. J. Cult. Herit. 2014, 15, 318–325. [Google Scholar] [CrossRef]
- Sherman, W.R.; Craig, A.B. Understanding Virtual Reality: Interface, Application, and design; Morgan Kaufmann: Burlington, MS, USA, 2018. [Google Scholar]
- Razuvalova, E.; Nizamutdinov, A. Virtual reconstruction of cultural and historical monuments of the Middle Volga. Procedia Comput. Sci. 2015, 75, 129–136. [Google Scholar] [CrossRef]
- Corallo, A.; Esposito, M.; Marra, M.; Pascarelli, C. Transmedia digital storytelling for cultural heritage visiting enhanced experience. In Proceedings of the International Conference on Augmented Reality, Virtual Reality and Computer Graphics, Santa Maria al Bagno, Italy, 24–27 June 2019; Springer: Cham, Switzerland, 2019; pp. 221–229. [Google Scholar]
- Liarokapis, F.; Vidová, I.; Rizvić, S.; Demesticha, S.; Skarlatos, D. Underwater Search and Discovery: From Serious Games to Virtual Reality. In Proceedings of the International Conference on Human-Computer Interaction, Copenhagen, Denmark, 19–24 July 2020; Springer: Cham, Switzerland, 2020; pp. 178–197. [Google Scholar]
- Colreavy-Donnelly, S.; O’Connor, S.; Homapour, E. I-Ulysses: A technical report. Entertain. Comput. 2019, 32, 100321. [Google Scholar] [CrossRef]
- Rua, H.; Alvito, P. Living the past: 3D models, virtual reality and game engines as tools for supporting archaeology and the reconstruction of cultural heritage–the case-study of the Roman villa of Casal de Freiria. J. Archaeol. Sci. 2011, 38, 3296–3308. [Google Scholar] [CrossRef]
- Franczuk, J.; Boguszewska, K.; Parinello, S.; Dell’Amico, A.; Galasso, F.; Gleń, P. Direct use of point clouds in real-time interaction with the cultural heritage in pandemic and post-pandemic tourism on the case of Kłodzko Fortress. Digit. Appl. Archaeol. Cult. Herit. 2022, 24, e00217. [Google Scholar] [CrossRef]
- Smith, M.; Walford, N.S.; Jimenez-Bescos, C. Using 3D modelling and game engine technologies for interactive exploration of cultural heritage: An evaluation of four game engines in relation to roman archaeological heritage. Digit. Appl. Archaeol. Cult. Herit. 2019, 14, e00113. [Google Scholar] [CrossRef]
- Kateros, S.; Georgiou, S.; Papaefthymiou, M.; Papagiannakis, G.; Tsioumas, M. A comparison of gamified, immersive VR curation methods for enhanced presence and human-computer interaction in digital humanities. Int. J. Herit. Digit. Era 2015, 4, 221–233. [Google Scholar] [CrossRef]
- Bekele, M.K.; Champion, E. A comparison of immersive realities and interaction methods: Cultural learning in virtual heritage. Front. Robot. AI 2019, 6, 91. [Google Scholar] [CrossRef]
- Shafer, D.M.; Carbonara, C.P.; Korpi, M.F. Factors affecting enjoyment of virtual reality games: A comparison involving consumer-grade virtual reality technology. Games Health J. 2019, 8, 15–23. [Google Scholar] [CrossRef]
- Vocaturo, E.; Zumpano, E.; Caroprese, L.; Pagliuso, S.M.; Lappano, D. Educational Games for Cultural Heritage. In Proceedings of the VIPERC@ IRCDL 2019, Pisa, Italy, 31 January–1 February 2019; pp. 95–106. [Google Scholar]
- Li, W.; Huang, X. The Interactive Design and User Experience of Virtual Museums: Case Study of the Virtual Palace Museum. In Proceedings of the International Conference on Human-Computer Interaction, Aragón, Spain, 7–9 September 2022; pp. 400–409. [Google Scholar]
- Punako, R., Jr. Computer-supported collaborative learning using augmented and virtual reality in museum education. PhD Thesis, Nova Southeastern University, Fort Lauderdale, FL, USA, 2018. [Google Scholar]
- Dolezal, M.; Chmelik, J.; Liarokapis, F. An immersive virtual environment for collaborative geovisualization. arXiv 2020, arXiv:2010.06279. [Google Scholar]
- Meegan, E.; Murphy, M.; Keenaghan, G.; Corns, A.; Shaw, R.; Fai, S.; Scandura, S.; Chenaux, A. Virtual Heritage learning environments. In Euro-Mediterranean Conference; Springer: Cham, Switzerland, 2020; pp. 427–437. [Google Scholar]
- Kitchenham, B.A.; Budgen, D.; Brereton, P. Evidence-Based Software Engineering and Systematic Reviews; CRC press: Boca Raton, FL, USA, 2015; Volume 4. [Google Scholar]
- Page, M.J.; McKenziea, J.E.; Bossuyt, P.M.; Boutron, I.; Hoffmann, T.C.; Mulrow, C.D.; Shamseer, L.; Tetzlaff, J.M.; Moher, D. Updating guidance for reporting systematic reviews: Development of the PRISMA 2020 statement. J. Clin. Epidemiol. 2021, 134, 103–112. [Google Scholar] [CrossRef] [PubMed]
- Theodoropoulos, A.; Lepouras, G. Augmented Reality and programming education: A systematic review. Int. J. Child-Comput. Interact. 2021, 30, 100335. [Google Scholar] [CrossRef]
- Bruno, F.; Lagudi, A.; Ritacco, G.; Agrafiotis, P.; Skarlatos, D.; Čejka, J.; Kouřil, P.; Liarokapis, F.; Philpin-Briscoe, O.; Poullis, C.; et al. Development and integration of digital technologies addressed to raise awareness and access to European underwater cultural heritage. An overview of the H2020 i-MARECULTURE project. In Proceedings of the OCEANS 2017-Aberdeen, Aberdeen, UK, 19–22 June 2017; pp. 1–10. [Google Scholar]
- Antlej, K.; Horan, B.; Mortimer, M.; Leen, R.; Allaman, M.; Vickers-Rich, P.; Rich, T. Mixed reality for museum experiences: A co-creative tactile-immersive virtual coloring serious game. In Proceedings of the 2018 3rd Digital Heritage International Congress (DigitalHERITAGE) Held Jointly with 2018 24th International Conference on Virtual Systems & Multimedia (VSMM 2018), San Francisco, CA, USA, 26–30 October 2018; pp. 1–7. [Google Scholar]
- Fu, H.-L.; Fang, P.-H.; Chi, C.-Y.; Kuo, C.-T.; Liu, M.-H.; Hsu, H.M.; Hsieh, C.-H.; Liang, S.-F.; Hsieh, S.; Yang, C.-T. Application of brain-computer interface and virtual reality in advancing cultural experience. In Proceedings of the 2020 IEEE International Conference on Visual Communications and Image Processing (VCIP), Macau, China, 1–4 December 2020; pp. 351–354. [Google Scholar]
- Vieira, J.; Nóbrega, R.; Pereira, V.; Coelho, A.; Jacinto, A.; Morais, C. Knowledge analysis automatic evaluation in virtual reality immersive experiences. In Proceedings of the 2019 International Conference on Graphics and Interaction (ICGI), Faro, Portugal, 21–22 November 2019; pp. 122–129. [Google Scholar]
- Martyastiadi, Y.S. From Spiritual to Virtual: An Interactive Digital Art Creation of Virtual Reality Borobudur. In Proceedings of the 2020 Nicograph International (NicoInt), Tokyo, Japan, 5–6 June 2020; pp. 18–25. [Google Scholar]
- Devine, K. Go your own way: User preference in a time-based virtual heritage world. In Proceedings of the 2014 International Conference on Virtual Systems & Multimedia (VSMM), Hong Kong, China, 9–12 December 2014; pp. 88–93. [Google Scholar]
- Sriporn, K.; Tsai, C.F. Predicting tourists’ behavior of virtual museum using support vector machine with feature selection technique. In Proceedings of the 2018 International Conference on Machine Learning and Cybernetics (ICMLC), 15–18 July 2018; Volume 2, pp. 433–438. [Google Scholar]
- Hegazy, M.; Yasufuku, K.; Abe, H. [DC] Immersive Gamified Environments (IGE) as an Approach to Assess Subjective Qualities of Daylighting in Architectural Spaces. In Proceedings of the 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), Osaka, Japan, 23–27 March 2019; pp. 1371–1372. [Google Scholar]
- Rahimi, F.B.; Boyd, J.E.; Levy, R.M.; Eiserman, J.R. New media and space: An empirical study of learning and enjoyment through museum hybrid space. IEEE Trans. Vis. Comput. Graph. 2020, 28, 3013–3021. [Google Scholar] [CrossRef]
- Heryadi, Y.; Robbany, A.Z.; Sudarma, H. User experience evaluation of virtual reality-based cultural gamification using GameFlow approach. In Proceedings of the 2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG), Jakarta, Indonesia, 19–21 December 2016; pp. 1–5. [Google Scholar]
- Vu, S.; Cliburn, D.; Helgren, J.; Salyers, J.; Canniff, K.; Johnson, A.; Milliken, M.; Reardon, T.; Sabbatino, K.; Stephan, A. Recreating Little Manila through a virtual reality serious game. In Proceedings of the 2018 3rd Digital Heritage International Congress (DigitalHERITAGE) Held Jointly with 2018 24th International Conference on Virtual Systems & Multimedia (VSMM 2018), San Francisco, CA, USA, 26–30 October 2018; pp. 1–4. [Google Scholar]
- Tredinnick, J.; Richens, P. A fulldome interactive visitor experience a novel approach to delivering interactive virtual heritage experiences to group audiences in fulldome projection spaces, evaluated through spatial awareness and emotional response. In Proceedings of the 2015 Digital Heritage, Granada, Spain, 28 September–2 October 2015; Volume 1, pp. 413–414. [Google Scholar]
- Christopoulos, D.; Mavridis, P.; Andreadis, A.; Karigiannis, J.N. Using Virtual Environments to Tell the Story: “The Battle of Thermopylae”. In Proceedings of the 2011 Third International Conference on Games and Virtual Worlds for Serious Applications, Athens, Greece, 4–6 May 2011; pp. 84–91. [Google Scholar]
- Wang, G.; Lu, Z.; Zhang, Y.; Qian, Y.; Zhao, H.; Liu, D. Application of mixed reality technology in education with the case of a Huangmei Opera cultural education system. In Proceedings of the 2020 IEEE 2nd International Conference on Computer Science and Educational Informatization (CSEI), Xinxiang, China, 12–14 June 2020; pp. 301–305. [Google Scholar]
- De Paolis, L.T.; Aloisio, G.; Celentano, M.G.; Oliva, L.; Vecchio, P. MediaEvo project: A serious game for the edutainment. In Proceedings of the 2011 3rd International Conference on Computer Research and Development, Shanghai, China, 11–13 March 2011; Volume 4, pp. 524–529. [Google Scholar]
- De Paolis, L.T.; Aloisio, G.; Celentano, M.G.; Oliva, L.; Vecchio, P. A simulation of life in a medieval town for edutainment and touristic promotion. In Proceedings of the 2011 International Conference on Innovations in Information Technology, Abu Dhabi, United Arab Emirates, 25–27 April 2011; pp. 361–366. [Google Scholar]
- Battisti, F.; Di Stefano, C. Virtual Reality meets Degas: An immersive framework for art exploration and learning. In Proceedings of the 2018 7th European Workshop on Visual Information Processing (EUVIP), Tampere, Finland, 26–28 November 2018; pp. 1–5. [Google Scholar]
- De Paolis, L.T.; Aloisio, G.; Celentano, M.G.; Oliva, L.; Vecchio, P. Experiencing a town of the middle ages: An application for the edutainment in cultural heritage. In Proceedings of the 2011 IEEE 3rd International Conference on Communication Software and Networks, Xi’an, China, 27–29 May 2011; pp. 169–174. [Google Scholar]
- Li, L.; Zhou, J. Virtual reality technology based developmental designs of multiplayer-interaction-supporting exhibits of science museums: Taking the exhibit of “virtual experience on an aircraft carrier” in China science and technology museum as an example. In Proceedings of the 15th ACM SIGGRAPH Conference on Virtual-Reality Continuum and Its Applications in Industry, Zhuhai, China, 3–4 December 2016; Volume 1, pp. 409–412. [Google Scholar]
- Qiu, X.; Liu, H.; Ren, K.; Zhang, M.; Yan, H.; Lu, Y. Design and Implementation of ‘Winning Luding Bridge’ Immersion FPS Game Based on Unity3D Technology. In Proceedings of the 2021 5th International Conference on Artificial Intelligence and Virtual Reality (AIVR), Kumamoto, Japan, 23–25 July 2021; pp. 65–71. [Google Scholar]
- Curlee, B.; Newman, T.; Sarkar, K.; Bahamón, J.C. Conceptualizing Embodied Pedagogical Mediation (EPM): The Plávana Project, A Choreographer’s Toolkit. In Proceedings of the Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play, Online, 18–21 October 2021; pp. 37–42. [Google Scholar]
- Kusajima, S.; Takahashi, T.; Sumi, Y. Virtual Participation in Ukiyo-e Appreciation using Body Motion. In Proceedings of the 9th Augmented Human International Conference, New York, NY, USA, 7–9 February 2018; pp. 1–6. [Google Scholar]
- Liu, Y.; Lin, Y.; Shi, R.; Luo, Y.; Liang, H.N. Relicvr: A virtual reality game for active exploration of archaeological relics. In Proceedings of the Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play, Online, 18–21 October 2021; pp. 326–332. [Google Scholar]
- Zou, S.; Cao, Y.; Dong, J. Research on the Application of VR Animation Technology in Traditional Folk Game Demonstration—Take the traditional game pyramid in Dunhuang fresco as an example. In Proceedings of the 2021 3rd World Symposium on Software Engineering, Xiamen, China, 24–26 September 2021; pp. 180–185. [Google Scholar]
- Zhang, J.; Zou, G.; Zhang, G. ‘Meet the Deer King’:‘Splash-Ink’ Interaction in the Innovative VR Game Based on Dunhuang Art and Culture. In Proceedings of the SIGGRAPH Asia 2021 XR, Online, 14–17 December 2021; pp. 1–2. [Google Scholar]
- Liu, Z.; Yan, S.; Lu, Y.; Zhao, Y. Generating Embodied Storytelling and Interactive Experience of China Intangible Cultural Heritage ‘Hua’er’ in Virtual Reality. In Proceedings of the CHI Conference on Human Factors in Computing Systems Extended Abstracts, New Orleans, LA, USA, 30 April–5 May 2022; pp. 1–7. [Google Scholar]
- Ferdani, D.; Fanini, B.; Piccioli, M.C.; Carboni, F.; Vigliarolo, P. 3D reconstruction and validation of historical background for immersive VR applications and games: The case study of the Forum of Augustus in Rome. J. Cult. Herit. 2020, 43, 129–143. [Google Scholar] [CrossRef]
- Bozzelli, G.; Raia, A.; Ricciardi, S.; De Nino, M.; Barile, N.; Perrella, M.; Tramontano, M.; Pagano, A.; Palombini, A. An integrated VR/AR framework for user-centric interactive experience of cultural heritage: The ArkaeVision project. Digit. Appl. Archaeol. Cult. Herit. 2019, 15, e00124. [Google Scholar] [CrossRef]
- Egea-Vivancos, A.; Arias-Ferrer, L. Principles for the design of a history and heritage game based on the evaluation of immersive virtual reality video games. E-Learn. Digit. Media 2021, 18, 383–402. [Google Scholar] [CrossRef]
- Baradaran Rahimi, F.; Boyd, J.E.; Eiserman, J.R.; Levy, R.M.; Kim, B. Museum beyond physical walls: An exploration of virtual reality-enhanced experience in an exhibition-like space. Virtual Real. 2022, 1–18. [Google Scholar] [CrossRef]
- Iacono, S.; Zolezzi, D.; Vercelli, G. Virtual Reality Arcade Game in Game-Based Learning for Cultural Heritage. In Proceedings of the International Conference on Augmented Reality, Virtual Reality and Computer Graphics, Lecce, Italy, 7–10 September 2018; pp. 383–391. [Google Scholar]
- Zhang, L.; Qi, W.; Zhao, K.; Wang, L.; Tan, X.; Jiao, L. VR games and the dissemination of cultural heritage. In Proceedings of the International Conference on Distributed, Ambient, and Pervasive Interactions, Las Vegas, NV, USA, 15–20 July 2018; pp. 439–451. [Google Scholar]
- Anastasovitis, E.; Roumeliotis, M. Creative Industries and Immersive Technologies for Training, Understanding and Communication in Cultural Heritage. In Proceedings of the Euro-Mediterranean Conference, Athens, Greece, 9–10 October 2020; pp. 450–461. [Google Scholar]
- Rodil, K.; Fly, M.; Sigmer, K.T.; Løvig, N. An Investigation of Dissemination and Retention of Non-verbal Information About the Cultural Heritage of Rock Art in a Virtual Reality Simulation. In Proceedings of the International Conference in Methodologies and Intelligent Systems for Techhnology Enhanced Learning, Salamanca, Spain, 6–8 October 2021; pp. 75–84. [Google Scholar]
- Andreoli, R.; Corolla, A.; Faggiano, A.; Malandrino, D.; Pirozzi, D.; Ranaldi, M.; Santangelo, G.; Scarano, V. Immersivity and playability evaluation of a game experience in cultural heritage. In Proceedings of the Euro-Mediterranean Conference, Nicosia, Cyprus, 31 October–5 November 2016; pp. 814–824. [Google Scholar]
- Vercelli, G.V.; Iacono, S.; Vallarino, M.; Zolezzi, D. Puzzle Battle 2.0: A Revisited Serious Game in VR During Pandemic’s Period. In Proceedings of the International Conference on Games and Learning Alliance, Tampere, Finland, 30 November–2 December 2021; pp. 252–257. [Google Scholar]
- Trindade, Y.; Rebelo, F.; Noriega, P. Dissemination of São Tomé and Príncipe Culture Through Virtual Reality: Comparative UX Study Between Potential Tourists from Portugal and Santomean Inhabitants. In Proceedings of the International Conference on Human-Computer Interaction, Aragón, Spain, 7–9 September 2022; pp. 466–476. [Google Scholar]
- Inzerillo, L.; Paola, F.D.; Alogna, Y.; Roberts, R.A. Optimization of Cultural Heritage Virtual Environments for Gaming Applications. In Proceedings of the Future of Information and Communication Conference, San Francisco, CA, USA, 5–6 March 2020; pp. 353–371. [Google Scholar]
- Martins, D.; Oliveira, L.; Amaro, A.C. The Role of Second Life Games in Promoting Cultural Heritage. In Proceedings of the International Conference on Information Technology & Systems, Campus de San Carlos, Costa Rica, 9–11 February 2022; pp. 499–508. [Google Scholar]
- Perez-Valle, A.; Aguirrezabal, P.; Sillaurren, S. Playhist: Play and learn history. Learning with a historical game vs. an interactive film. In Proceedings of the Euro-Mediterranean Conference, Limassol, Cyprus, 3–8 November 2014; pp. 546–554. [Google Scholar]
- Trindade, Y.; Rebelo, F.; Noriega, P. Tourism and virtual reality: User experience evaluation of a virtual environment prototype. In Proceedings of the International Conference of Design, User Experience, and Usability, Las Vegas, NV, USA, 15–20 July 2018; pp. 730–742. [Google Scholar]
- Zhao, W.; Devine, K.; Gardner, H. Fantasy gaming and virtual heritage. In Proceedings of the 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), Osaka, Japan, 23–27 March 2019; pp. 1279–1280. [Google Scholar]
- Ibrahim, N.; Ali, N.M. A conceptual framework for designing virtual heritage environment for cultural learning. J. Comput. Cult. Herit. 2018, 11, 1–27. [Google Scholar] [CrossRef]
- Chattha, U.A.; Shah, M.A. Survey on causes of motion sickness in virtual reality. In Proceedings of the 2018 24th International Conference on Automation and Computing (ICAC), Newcastle upon Tyne, UK, 6–7 September 2018; pp. 1–5. [Google Scholar]
- Katsigiannis, S.; Willis, R.; Ramzan, N. A qoe and simulator sickness evaluation of a smart-exercise-bike virtual reality system via user feedback and physiological signals. IEEE Trans. Consum. Electron. 2018, 65, 119–127. [Google Scholar] [CrossRef]
- Chattha, U.A.; Janjua, U.I.; Anwar, F.; Madni, T.M.; Cheema, M.F.; Janjua, S.I. Motion sickness in virtual reality: An empirical evaluation. IEEE Access 2020, 8, 130486–130499. [Google Scholar] [CrossRef]
- Markopoulos, E.; Markopoulos, P.; Liumila, M.; Almufti, Y.; Romano, C. Digital cultural strategies within the context of digital humanities economics. In Proceedings of the International Conference on Applied Human Factors and Ergonomics, Washington, DC, USA, 24–28 July 2019; pp. 283–295. [Google Scholar]
- Konstantakis, M.; Caridakis, G. Adding culture to UX: UX research methodologies and applications in cultural heritage. J. Comput. Cult. Herit. 2020, 3, 1–17. [Google Scholar]
- Blečić, I.; Cuccu, S.; Fanni, F.A.; Frau, V.; Macis, R.; Saiu, V.; Martina Senis, M.; Spano, L.D.; Alessandro Tola, A. First-person cinematographic videogames: Game model, authoring environment, and potential for creating affection for places. J. Comput. Cult. Herit. 2021, 14, 1–29. [Google Scholar] [CrossRef]
- Emmerich, K.; Krekhov, A.; Cmentowski, S.; Krueger, J. Streaming vr games to the broad audience: A comparison of the first-person and third-person perspectives. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, Yokohama, Japan, 8–13 May 2021; pp. 1–14. [Google Scholar]
Database | Search Terms | Search Criteria |
---|---|---|
IEEE Xplore | (“Abstract”:game OR “Abstract”:videogame) AND (“Abstract”:vr OR “Abstract”:”virtual reality”) AND (“Abstract”:culture OR “Abstract”:cultural OR “Abstract”:heritage OR “Abstract”:museum OR “Abstract”:exhibition) | field Abstract; all publication dates; 77 initial result; |
ACM DL | [[Abstract: game] OR [Abstract: videogame]] AND [[Abstract: culture] OR [Abstract: cultural] OR [Abstract: heritage] OR [Abstract: museum] OR [Abstract: exhibition]] AND [[Abstract: vr] OR [Abstract: “virtual reality”]] | ACM Full-Text Collection; field Abstract; all publication dates; 59 initial results; |
ScienceDirect | (“virtual reality” OR VR) AND (game OR videogame) AND (culture OR cultural OR heritage OR museum OR exhibition) | fields: title, abstract or author-specified keywords; all publication dates; 28 initial results; |
Springer Link | (“virtual reality” OR VR) NEAR (game OR videogame) NEAR (culture OR cultural OR heritage) | all fields; search for articles, books, chapters, conference papers; all publication dates; 82 initial results; |
ERIC | (“virtual reality” OR VR) AND (game OR videogame) AND (culture OR cultural OR heritage OR museum OR exhibition) | fields: title, author, source, abstract and descriptor; all publication dates; 22 initial results; |
Type | Criteria |
---|---|
Basic aspects | Title, Authors, Publication year, Article Type, Journal or Conference name, Publisher, Number of Citations, Extraction date |
Inclusion & Exclusion Criteria | Activities irrelevant with VR games Combine VR games AND Cultural Heritage Empirical research OR VR gaming technologies Well-structured research Inadequate evaluation methods OR unclear findings OR insufficient data Available online English Language Peer-reviewed |
Review Questions | Extent to which RQ1 and RQ2 are addressed |
Research’s purpose | Use of VR games in cultural heritage, benefits or drawbacks reported, challenges reported |
Feature | Explanation |
---|---|
Research Purpose | indicates the purpose of the research in using VR games in cultural heritage |
Research Design | identifies the method used to evaluate the VR gaming intervention |
Participants | reports the participants using VR games |
VR Technology | indicates technologies and tools used in the design and implementation of a VR game |
Application Type | indicates the user interaction with the VR gaming environment and immersion |
Learning effects | identifies learning effects observed or reported related cultural heritage |
Game characteristics | identifies game design concepts and gaming characteristics |
ID | Title—Research Purpose—VR Gaming Experience | Reference |
---|---|---|
S01 | Development and integration of digital technologies addressed to raise awareness and access to European underwater cultural heritage. An overview of the H2020 i-MARECULTURE project | [35] |
S02 | Mixed Reality for Museum Experiences: A Co-Creative Tactile-immersive Virtual Coloring Serious Game | [36] |
S03 | Application of Brain-Computer Interface and Virtual Reality in Advancing Cultural Experience | [37] |
S04 | Knowledge Analysis Automatic Evaluation in Virtual Reality Immersive Experiences | [38] |
S05 | From Spiritual to Virtual: An Interactive Digital Art Creation of Virtual Reality Borobudur | [39] |
S06 | Go your own way: User preference in a time-based virtual heritage world | [40] |
S07 | Predicting tourists’ behavior of virtual museum using support vector machine with feature selection technique | [41] |
S08 | [DC] Immersive Gamified Environments (IGE) as an Approach to Assess Subjective Qualities of Daylighting in Architectural Spaces | [42] |
S09 | New Media and Space: An Empirical Study of Learning and Enjoyment Through Museum Hybrid Space | [43] |
S10 | User experience evaluation of virtual reality-based cultural gamification using GameFlow approach | [44] |
S11 | Recreating Little Manila through a Virtual Reality Serious Game | [45] |
S12 | A fulldome interactive visitor experience a novel approach to delivering interactive virtual heritage experiences to group audiences in fulldome projection spaces, evaluated through spatial awareness and emotional response | [46] |
S13 | Using Virtual Environments to Tell the Story: “The Battle of Thermopylae” | [47] |
S14 | Application of Mixed Reality Technology in Education with the case of a Huangmei Opera Cultural Education System | [48] |
S15 | MediaEvo project: A serious game for the edutainment | [49] |
S16 | A simulation of life in a medieval town for edutainment and touristic promotion | [50] |
S17 | Virtual Reality meets Degas: an immersive framework for art exploration and learning | [51] |
S18 | Experiencing a town of the Middle Ages: An application for the edutainment in cultural heritage | [52] |
S19 | Virtual reality technology based developmental designs of multiplayer-interaction-supporting exhibits of science museums: taking the exhibit of “virtual experience on an aircraft carrier” in China science and technology museum as an example | [53] |
S20 | Design and Implementation of “Winning Luding Bridge” Immersion FPS Game Based on Unity3D Technology | [54] |
S21 | Conceptualizing Embodied Pedagogical Mediation (EPM): The Plávana Project, A Choreographer’s Toolkit. | [55] |
S22 | Virtual Participation in Ukiyo-e Appreciation using Body Motion | [56] |
S23 | RelicVR: A Virtual Reality Game for Active Exploration of Archaeological Relics | [57] |
S24 | Research on the Application of VR Animation Technology in Traditional Folk Game Demonstration——: Take the traditional game pyramid in Dunhuang fresco as an example | [58] |
S25 | “Meet the Deer King”: “Splash-Ink” Interaction in the Innovative VR Game Based on Dunhuang Art and Culture | [59] |
S26 | Generating Embodied Storytelling and Interactive Experience of China Intangible Cultural Heritage “Hua’er” in Virtual Reality | [60] |
S27 | 3D reconstruction and validation of historical background for immersive VR applications and games: The case study of the Forum of Augustus in Rome | [61] |
S28 | An integrated VR/AR framework for user-centric interactive experience of cultural heritage: The ArkaeVision project | [62] |
S29 | Principles for the Design of a History and Heritage Game Based on the Evaluation of Immersive Virtual Reality Video Games | [63] |
S30 | Museum beyond physical walls: an exploration of virtual reality-enhanced experience in an exhibition-like space | [64] |
S31 | Virtual Reality Arcade Game in Game-Based Learning for Cultural Heritage | [65] |
S32 | VR Games and the Dissemination of Cultural Heritage | [66] |
S33 | Creative Industries and Immersive Technologies for Training, Understanding and Communication in Cultural Heritage | [67] |
S34 | An Investigation of Dissemination and Retention of Non-verbal Information About the Cultural Heritage of Rock Art in a Virtual Reality Simulation | [68] |
S35 | Immersivity and Playability Evaluation of a Game Experience in Cultural Heritage | [69] |
S36 | Puzzle Battle 2.0: A Revisited Serious Game in VR During Pandemic’s Period | [70] |
S37 | Dissemination of São Tomé and Príncipe Culture Through Virtual Reality: Comparative UX Study Between Potential Tourists from Portugal and Santomean Inhabitants | [71] |
S38 | Optimization of Cultural Heritage Virtual Environments for Gaming Applications | [72] |
S39 | The Role of Second Life Games in Promoting Cultural Heritage | [73] |
S40 | Playhist: Play and Learn History. Learning with a Historical Game vs. An Interactive Film | [74] |
S41 | Tourism and Virtual Reality: User Experience Evaluation of a Virtual Environment Prototype | [75] |
S42 | Fantasy Gaming and Virtual Heritage | [76] |
Tools—Functionality | References |
---|---|
HMDs | S01, S02, S03, S04, S05, S06, S08, S09, S11, S17, S19, S20, S21, S22, S23, S24, S25, S26, S28, S29, S30, S31, S32, S34, S35, S36, S37, S38, S39, S40, S41, S42 |
Dome projection, caves, holographic | S01, S12, S14 |
Cardboards-mobile usage, other | S07, S10, S13, S15, S16, S18 |
Multimodal interfaces | S02, S03, S06, S33 |
Hand or body tracking | S02, S19, S22, S25, S26 |
Eye-tracking, EEG | S03, S04 |
Genre—Type | References |
---|---|
Serious game | S01, S02, S03, S04, S05, S06, S07, S08, S09, S10, S11, S12, S13, S14, S15, S16, S17, S18, S19, S20, S21, S22, S23, S24, S25, S26, S27, S28, S29, S230, S31, S32, S33, S34, S35, S36, S37, S38, S39, S40, S41, S42 |
Interactive storytelling | S01, S04, S05, S09, S11, S12, S13, S14, S15, S16, S18, S22, S24, S25, S26, S28, S29, S33, S35, S37 |
Escape, puzzle, quest game | S03, S05, S06, S11, S23, S30, S31, S34, S36 |
Beat ‘em up game | S10, S20 |
Co-op—multiplayer | S02, S12, S19, S26, S28 |
Effects | References |
Raise awareness | S01, S03, S05, S11, S14, S20, S21, S22, S26, S31 |
Learning gains | S01, S02, S03, S04, S05, S06, S09, S11, S13, S14, S15, S16, S17, S18, S21, S22, S23, S24, S26, S28, S29, S31, S32, S33, S34, S35, S37, S38, S40, S41, S42 |
Enjoyment—engagement | S02, S03, S04, S05, S06, S09, S13, S14, S17, S19, S20, S21, S22, S24, S25, S26, S28, S30, S31, S32, S33, S36, S39, S42 |
Personalization | S01, S05, S06, S08, S10, S11, S12, S14, S17, S37 |
Effects | References |
---|---|
Immersion | S01, S02, S03, S04, S05, S06, S07, S08, S09, S10, S11, S12, S13, S14, S15, S16, S17, S18, S19, S20, S21, S22, S23, S24, S25, S26, S27, S28, S29, S230, S31, S32, S33, S34, S35, S36, S37, S38, S39, S40, S41, S42 |
Usability | S01, S02, S03, S06, S07, S08, S09, S10, S12, S17, S19, S22, S23, S26, S27, S38, S41 |
Aesthetics | S01, S02, S04, S05, S08, S09, S11, S12, S21, S22, S26, |
Physically impossible experience | S01, S02, S06, S13, S15, S17, S18, S20, S22, S23, S26, S27, S28, S30, S32, S34, S35, S42 |
Feedback | S03, S06, S22 |
Training needed | S08, S12 |
Motion sickness | S08, S09 |
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations. |
© 2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Theodoropoulos, A.; Antoniou, A. VR Games in Cultural Heritage: A Systematic Review of the Emerging Fields of Virtual Reality and Culture Games. Appl. Sci. 2022, 12, 8476. https://doi.org/10.3390/app12178476
Theodoropoulos A, Antoniou A. VR Games in Cultural Heritage: A Systematic Review of the Emerging Fields of Virtual Reality and Culture Games. Applied Sciences. 2022; 12(17):8476. https://doi.org/10.3390/app12178476
Chicago/Turabian StyleTheodoropoulos, Anastasios, and Angeliki Antoniou. 2022. "VR Games in Cultural Heritage: A Systematic Review of the Emerging Fields of Virtual Reality and Culture Games" Applied Sciences 12, no. 17: 8476. https://doi.org/10.3390/app12178476
APA StyleTheodoropoulos, A., & Antoniou, A. (2022). VR Games in Cultural Heritage: A Systematic Review of the Emerging Fields of Virtual Reality and Culture Games. Applied Sciences, 12(17), 8476. https://doi.org/10.3390/app12178476