Gamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage Learning
Abstract
:1. Introduction
2. Literature Review
2.1. Gamification in Virtual Museums
2.2. Hedonic and Eudaimonic Experiences
2.3. Himmapan Creatures of Culture Heritage
3. HimmapanVR Project
3.1. The Purpose of HimmapanVR Project
3.2. Design of Virtual Museum
3.2.1. Architectural Layout and Zoning
3.2.2. Immersive Design Elements
3.2.3. Educational and Informative Content
3.2.4. User Interface and Navigation
3.3. Gamification for the Virtual Museum
3.4. Design for Hedonic Experiences
3.5. Design for Eudaimonic Experiences
4. Research Methodology
4.1. Participants
4.2. Instrument
4.2.1. Gamified and Non-Gamified for the Visual Museum
4.2.2. Hedonic and Eudaimonic Experience Questionnaires and Knowledge Acquisition Questionnaire
4.3. Digital Data of User Behavior
4.4. Research Procedure
5. Data Analysis of the Results
5.1. Results of the Hedonic and Eudaimonic Experiences
5.2. Results of the Knowledge Acquisition Questionnaire
5.3. Result of Digital Data of User Behavior
6. Discussion
6.1. Gamification Effects on Hedonic and Eudaimonic Experiences in the Virtual Museum
6.2. Visitor Engagement and Behavior in Gamified Virtual Museums
7. Conclusions and Future Work
7.1. Summary of the Findings
7.2. Challenges and Limitations
7.3. Implications and Future Work
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A. Quantitative Questionnaire
Dimension | Questionnaire |
---|---|
Enjoyment | I found the virtual museum to be enjoyable. |
The experience was fun and entertaining. | |
I felt a sense of excitement while exploring the virtual museum. | |
Pleasure | The visual design of the virtual museum was appealing to me. |
I felt relaxed and at ease during my visit to the virtual museum. | |
Engagement | I was fully engaged while navigating the virtual museum. |
The interactivity of the virtual museum kept me interested. | |
Satisfaction | I felt satisfied with the overall experience. |
The experience met my expectations for a virtual museum visit. | |
I would recommend this virtual museum to others for entertainment purposes. |
Dimension | Questionnaire |
---|---|
Meaning | I found the virtual museum experience to be meaningful. |
I felt that the virtual museum helped me to better appreciate the cultural or historical significance of the exhibits. | |
I felt a strong connection to the cultural or historical content of the museum. | |
Reflection | The exhibits made me think deeply about the topics presented. |
The experience encouraged me to reflect on my own knowledge or beliefs. | |
Personal Growth | I felt that my visit had a lasting impact on my understanding of the subject matter. |
The experience contributed to my personal growth. | |
Learning | I learned something new during my visit to the virtual museum. |
I gained valuable insights that I can apply to my everyday life. | |
The virtual museum experience was enriching and intellectually stimulating. |
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Author/Year | Objectives | Population | Main Factors | Findings |
---|---|---|---|---|
Lee and Jeong [31] | To explore if hedonic is necessary for eudaimonia in the context of tourist experiences | 201 international travelers | Hedonic and eudaimonic experiences | Hedonia is necessary but not sufficient for eudaimonia. Positive effect is essential for eudaimonic experiences |
Cai, Ma, and Lee [32] | To explore the Arctic tourism experience of Chinese independent travelers from both hedonic and eudaimonic perspectives | 12 blogs written by Chinese travelers about their Arctic experiences | Hedonic and eudaimonic experiences | Hedonic experiences involved novelty and excitement; eudaimonic involved personal growth and challenge |
Park and Ahn [33] | To investigate the impact of hedonic and eudaimonic tourism happiness on tourists’ overall life satisfaction | 736 South Korean tourists | Hedonic and eudaimonic happiness, life satisfaction | Eudaimonic happiness had a stronger and lasting impact on life satisfaction than hedonic happiness |
Karagöz, Kama, and Uysal [30] | To examine the relationships among visitors’ mindfulness, eudaimonic and hedonic experiences, place attachment, and loyalty in the context of museum visits | 398 museum visitors (Turkey) | Mindfulness, eudaimonic and hedonic experiences, place attachment, loyalty, flow | Mindfulness positively affects both eudaimonic and hedonic experiences. Eudaimonic experiences boost hedonic ones and enhance place attachment, leading to greater loyalty |
Y.-J. Lee [34] | To examine the relationships between destination fascination, well-being (eudaimonic and hedonic experiences), and behavioral intention in heritage tourism | 376 Taiwanese tourists | Destination fascination, hedonic and eudaimonic experiences | Both eudaimonic and hedonic experiences positively influenced behavioral intention; hedonic had a stronger impact |
Main Types of Creatures | Subtypes | Characteristic |
---|---|---|
Fish and Amphibian-based | Fish-based | Aquatic creatures with elegant and fluid forms, often symbolizing purity and the essential nature of water in life. They are typically adorned with intricate scales and flowing fins. |
Crab-based | Armored creatures known for their hard exoskeletons and powerful claws, representing strength, protection, and the ability to withstand challenges. | |
Naga-based | Serpentine beings with elongated bodies and mystical scales, often depicted with a menacing yet protective aura, symbolizing guardianship and wisdom. | |
Two-legged Creatures | Monkey-based | Agile and mischievous creatures with long tails and expressive faces, embodying playfulness, intelligence, and the dynamic energy of life. |
Bird-based | Winged creatures known for their grace and freedom, characterized by sharp beaks and feathers, symbolizing spiritual ascension and the connection between heaven and earth. | |
Human-based | Anthropomorphic beings possessing human-like features but with supernatural elements, symbolizing the blend of mortal and divine qualities, often portrayed as protectors or guides. | |
Four-legged Creatures | Ghilen-based | Large, imposing creatures with muscular bodies, often depicted as guardians with a fierce and protective demeanor, symbolizing vigilance and strength. |
Deer-based | Graceful and delicate creatures with slender bodies and antlers, representing gentleness, peace, and a deep connection with nature. | |
Lion-based | Majestic creatures with powerful, muscular builds and regal manes, symbolizing bravery, nobility, and leadership, often seen as protectors of sacred spaces. | |
Horse-based | Sleek and strong creatures with elegant forms, embodying speed, grace, and the beauty of movement, often associated with nobility and valor. | |
Rhino-based | Robust and armored creatures with thick skin and prominent horns, representing resilience, fortitude, and the ability to overcome adversity. | |
Elephant-based | Large and wise creatures adorned with intricate designs, symbolizing strength, wisdom, and the revered status of elephants in Thai culture. | |
Cattle-based | Sturdy and dependable creatures inspired by cows and bulls, symbolizing prosperity, fertility, and the agricultural roots of Thai society. | |
Canine-based | Loyal and protective creatures with a strong, vigilant presence, symbolizing trustworthiness, fidelity, and the role of guardianship. | |
Crocodile-based | Resilient and adaptive creatures with tough skin and sharp teeth, representing survival instincts, adaptability, and the primal forces of nature. |
Game Elements | Design Aspect | Definition | Design in Gamified Virtual Museum |
---|---|---|---|
point and scoring | Hedonic Engagement | A system where users earn points for completing activities or tasks, providing instant feedback [44,45]. | Used to reward users for participating in exhibits, such as interacting with objects or completing tasks. |
Leaderboard | Hedonic Competition Satisfaction | A ranking system that displays user scores, fostering competition among participants [44,45]. | Displays user rankings based on points scored, encouraging users to engage more deeply with the content and create the sense of competition. |
mini puzzle | Hedonic Entertainment | Quick, engaging challenges that provide entertainment and a sense of accomplishment [46]. | Integrated into various exhibits, offering users enjoyable puzzles related to the mythology of Himmapan creatures. |
hidden secret | Hedonic Enjoyment Exploration | Hidden elements or rewards discovered through exploration, enhancing curiosity and engagement [47,48]. | Users are encouraged to discover hidden artifacts or secret areas, providing a sense of excitement and achievement. |
Progress bar | Eudaimonic Personal Growth | A visual indicator that tracks user progress through tasks or narratives, motivating completion [49,50]. | Guides users through narrative-driven quests, helping them track their journey and encouraging deeper exploration. |
Badge and Achievement | Eudaimonic Learning Meaning | Rewards earned for achieving milestones, reflecting users’ engagement and accomplishments [44,45]. | Awarded for completing reflective tasks, such as making ethical decisions or fully exploring cultural content. |
Avatar | Eudaimonic Identity and Growth | A personalized character that represents the user within the virtual environment [50,51]. | Allows users to customize their virtual presence, enhancing connection and immersion in the museum experience. |
Ranking | Eudaimonic Reflective Comparison | A system that ranks users based on their engagement and depth of interaction [52]. | Provides a comparative perspective, showing users how their reflective journey aligns with others in terms of depth and engagement. |
Hedonic Questionnaires | Group | N | Mean Score (SD) | t | p-Value |
---|---|---|---|---|---|
Enjoyment | Non-Gamified Virtual Museum | 35 | 3.22 (0.94) | −2.013 | 0.048 |
Gamified Virtual Museum | 35 | 3.71 (1.07) | |||
Pleasure | Non-Gamified Virtual Museum | 35 | 3.45 (0.98) | −0.488 | 0.627 |
Gamified Virtual Museum | 35 | 3.57 (0.97) | |||
Engagement | Non-Gamified Virtual Museum | 35 | 3.25 (1.12) | −2.297 | 0.025 |
Gamified Virtual Museum | 35 | 3.82 (0.95) | |||
Satisfaction | Non-Gamified Virtual Museum | 35 | 3.11 (0.71) | −2.456 | 0.017 |
Gamified Virtual Museum | 35 | 3.54 (0.74) |
Eudaimonic Questionnaires | Group | N | Mean Score (SD) | t | p-Value |
---|---|---|---|---|---|
Meaning | Non-Gamified Virtual Museum | 35 | 3.05 (0.96) | −0.388 | 0.699 |
Gamified Virtual Museum | 35 | 3.14 (0.87) | |||
Reflection | Non-Gamified Virtual Museum | 35 | 3.17 (1.17) | −1.378 | 0.173 |
Gamified Virtual Museum | 35 | 3.51 (0.88) | |||
Personal Growth | Non-Gamified Virtual Museum | 35 | 2.94 (0.76) | −0.126 | 0.900 |
Gamified Virtual Museum | 35 | 2.97 (1.09) | |||
Learning | Non-Gamified Virtual Museum | 35 | 3.42 (1.11) | −1.059 | 0.293 |
Gamified Virtual Museum | 35 | 3.68 (0.90) |
Group | N | Post-Test | SD | t | p-Value |
---|---|---|---|---|---|
Non-Gamified Virtual Museum | 35 | 9.82 | 3.05 | −1.840 | 0.070 |
Gamified Virtual Museum | 35 | 11.22 | 3.30 |
Non-Gamified Virtual Museum | Gamified Virtual Museum | |||
---|---|---|---|---|
Total Duration (min) | Average Duration per Participant (min) | Total Duration (min) | Average Duration per Participant (min) | |
Zone A | 363 | 10.37 | 567 | 16.20 |
Zone B | 172 | 4.91 | 248 | 7.08 |
Zone C | 250 | 7.14 | 255 | 7.28 |
Zone D | 97 | 2.77 | 122 | 3.48 |
Total times (A, B, C, D) | 882 | 25.2 | 1192 | 34.05 |
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Sangamuang, S.; Wongwan, N.; Intawong, K.; Khanchai, S.; Puritat, K. Gamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage Learning. Informatics 2025, 12, 27. https://doi.org/10.3390/informatics12010027
Sangamuang S, Wongwan N, Intawong K, Khanchai S, Puritat K. Gamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage Learning. Informatics. 2025; 12(1):27. https://doi.org/10.3390/informatics12010027
Chicago/Turabian StyleSangamuang, Sumalee, Natchaya Wongwan, Kannikar Intawong, Songpon Khanchai, and Kitti Puritat. 2025. "Gamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage Learning" Informatics 12, no. 1: 27. https://doi.org/10.3390/informatics12010027
APA StyleSangamuang, S., Wongwan, N., Intawong, K., Khanchai, S., & Puritat, K. (2025). Gamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage Learning. Informatics, 12(1), 27. https://doi.org/10.3390/informatics12010027