Abstract
Entertainment plays a pivotal role in capturing attention and encouraging self-involvement, enhancing the appeal of experiences through engaging practices like storytelling and game-based activities. This paper investigates the impact of gamification elements on user experience, with a focus on how users perceive interaction, immersion, and learning when these elements are integrated into virtual reality (VR) environments in museum settings. Two versions of a gamified VR experience were developed using the Unreal Engine (UE) 3D computer graphic game engine to ensure high fidelity and presence for end users through real-time simulation. The first version was tested at the Transport Museum in Coventry, UK, providing insights into the improvements to be made to better address the interaction, immersion, and learning aspects. The second refined version was deployed in Geelong and Melbourne, Australia. A quantitative approach was used to compare the two experiences using the mean and significance between items. The findings show a significant improvement in user experience in the second gamified experience in Australia. The enhanced gamified elements promoted motivation and intuitive navigation with minimal game inputs, improving user interaction and concentration while reducing external distractions. The results indicate a notable difference between the two experiences in terms of interaction and immersion, with the simplified inputs in the second experience significantly enhancing usability during VR navigation. Overall, the second experience was more effective than the first regarding mechanics, inputs, and guidance. These results underscore the importance of avoiding complexity and facilitating intuitive interaction when designing gamified experiences.
| Original language | English |
|---|---|
| Article number | 101055 |
| Number of pages | 13 |
| Journal | Entertainment Computing |
| Volume | 55 |
| Early online date | 12 Nov 2025 |
| DOIs | |
| Publication status | E-pub ahead of print - 12 Nov 2025 |
Bibliographical note
This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/)Funding
Financial support for this project was provided through a collaborative doctoral cotutelle program between Deakin University and Coventry University. The doctoral project, Gamified Immersive Museum Experience for Engineering and Design Heritage, was conducted by Saif Alatrash under the supervision of Sylvester Arnab and Kaja Antlej. Special thanks are extended to the associate supervisors Ben Horan and Meghan Kelly at Deakin University, and Neil Forbes and Jacqueline Cawston at Coventry University, for their valuable guidance and continuous support throughout the investigation period.
| Funders |
|---|
| Deakin University |
| Coventry University |
Keywords
- Virtual Reality
- Immersive Environments
- Storytelling
- Gamification
- Digital Heritage
- Virtual Museums
Fingerprint
Dive into the research topics of 'Gamifying Museum Exploration: A Virtual Reality Approach to Enhancing Visitor Engagement'. Together they form a unique fingerprint.Cite this
- APA
- Standard
- Harvard
- Vancouver
- Author
- BIBTEX
- RIS