Application of Immersive Technology and Story-Driven Gamification in Archaeological Sites and Museums

Authors

  • Qi Xie Doctor, Hubei University, Wuhan, Hubei, China, 430062

Keywords:

Cultural heritage, museum, immersive technologies, Theory of Planned Behavior (TPB), Gamification, Video games

Abstract

Archaeological sites and museums play a crucial role in conserving and showcasing historical and cultural heritage. In recent years, the use of immersive technologies such as Augmented Reality (AR), Virtual Reality (VR), and gamification to enhance visitor experiences has become increasingly popular. This study aims to understand the perceptions of cultural audiences towards immersive technology and story-driven gamification in museums. A survey was conducted among the general public to gauge their views on immersive realities, video games, and the integration of gamification and immersive elements in museum visits. The survey was designed based on the Theory of Planned Behavior (TPB), assessing attitude, subjective norms, perceived behavioral control, intention, and past behavior. The results indicate that while respondents recognized the importance of museums, their actual visiting choices did not always align with their perceived value of museums. Despite the majority of respondents being from the younger generation, only a small percentage reported playing video games, which may be due to reluctance to acknowledge gaming activities. These technological enhancements have the potential to make cultural heritage experiences more dynamic, engaging, and memorable. The study concludes by emphasizing the potential of combining immersive technology with story-driven gamification in archaeological and museum contexts.

Published

2025-03-24

Issue

Section

Manuscript