Comparing the Impact of Non-Gamified and Gamified Virtual Reality in Digital Twin Virtual Museum Environments: A Case Study of Wieng Yong House Museum, Thailand
Abstract
:1. Introduction
2. Literature Review
2.1. Virtual Reality
2.2. Gamification
3. Purpose of Study and Research Questions
4. Virtual Reality Design and Implementation
5. Selection of Hardware and Software
6. Reconstruction and Digitalization of Heritage Objects in Museums
7. Non-Gamified Virtual Reality and Gamified Virtual Reality Version
8. Research Methodology
Participants
9. Instrument
9.1. Non-Gamified and Gamified Virtual Reality for Museums
9.2. Measurement of Engagement, Motivation, and Knowledge Acquisition
9.2.1. Questionnaire of Engagement
9.2.2. Questionnaire of Motivation
9.2.3. Knowledge Acquisition
9.3. Procedure
- Step 1: Recruitment and Pre-Testing
- Step 2: Group Assignment and Briefing
- Step 3: Conducting Tests in the Laboratory Setting
- Step 4: Post-Experience Questionnaires
10. Results and Data Analysis
10.1. Results of the Pre-/Post-Tests for Knowledge Acquisition
10.2. Results of the IMI Questionnaires
10.3. Results of User Engagement
11. Discussion and Findings
- RQ1. Effect of Gamified VR Experience on Motivation
- RQ2. Effect of Gamified VR Experience on Engagement
- RQ3. Learning Outcomes from Implementing Gamification in VR
12. Conclusions
- -
- Integrating gamification concepts in virtual reality for museum contexts may not significantly enhance overall motivation and engagement but could improve specific dimensions such as effort in motivation and reward in engagement. The impact of these single dimensions might be sufficient justification for implementing gamification concepts to enhance visitor experiences, particularly when considering the costs involved.
- -
- In terms of learning outcomes, both non-gamified and gamified VR groups demonstrated significant improvements in knowledge acquisition, with no marked difference between the two. If the primary goal is educational, implementing gamification may not be necessary; however, future research could explore the effects of gamification on knowledge retention in virtual reality applications in museum settings.
- -
- Based on our development experience of the digital twin concept for the Wieng Yong House Museum and observations of participant interactions in both the non-gamified and gamified VR groups, we recommend considering the implementation of gamification. The benefits in terms of motivation and engagement could outweigh the relatively low effort and cost of incorporation. Additionally, we noted that participants in the gamified group tended to spend more time and exhibit greater satisfaction with the virtual museum experience. This suggests that, even with minimal implementation efforts, gamification can positively influence user interaction and enjoyment in virtual museum environments.
13. Future Research and Limitations
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
Appendix A
Dimension | Questionnaire |
---|---|
Focused attention | The time I spent using virtual reality technology just slipped away. |
I was absorbed in this experience. | |
I felt frustrated while using this virtual reality technology. | |
Perceived usability | I found this virtual reality technology confusing to use. |
Using this virtual reality technology was taxing. | |
This virtual reality technology was attractive. | |
Aesthetic appeal | This virtual reality technology was aesthetically appealing. |
This virtual reality technology appealed to my senses. | |
Reward | Using virtual reality technology was worthwhile. |
My experience was rewarding | |
I felt interested in these experiences |
Appendix B
Dimension | Questionnaire |
---|---|
Perceived competence | I think I was good at learning through virtual reality. |
I think I did pretty well in learning through virtual reality. | |
I am satisfied with my performance while learning through the virtual reality. | |
I was pretty skilled at learning through virtual reality. | |
I think I was pretty good at learning through virtual reality. | |
Interest | I think learning through virtual reality was quite Enjoyable. |
I think learning through virtual reality was interesting. | |
I think learning through virtual reality was fun. | |
While I was learning through the virtual reality, I often thought about how much I enjoyed it. | |
I think learning through mixed reality was boring. | |
Effort | I did my best while I was learning through the mixed reality. |
I tried very hard to do well in learning through mixed reality. | |
It was important to me to do well in learning through mixed reality. | |
I put a lot of effort into making this mixed reality. |
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Authors | Year | VR Technology/Functionality | VR Game Types | Results |
---|---|---|---|---|
Tredinnick and Richens | 2015 [57] | Dome projections, caves, and holographs | Serious game, interactive storytelling, and co-op multiplayer | The use of fulldome projection spaces allows for a highly immersive and personalized experience. As visitors are enveloped in a virtual environment, the content can be tailored to their movements and interactions, making the learning experience more direct and personal. |
Heryadi et al. | 2016 [58] | Cardboard–mobile usage, other | Serious game and beat ‘em up game | Optimizing VR game experiences based on playing frequency and personality traits can enhance user engagement and satisfaction. |
Li and Zhou | 2016 [59] | HMDs and hand or body tracking | Serious game and co-op multiplayer | The exhibit represents a significant advancement in utilizing VR technology for science popularization in museums, offering an engaging and informative experience for visitors. |
Lacono et al. | 2018 [60] | HMDs | Serious games, as well as escape, puzzle, and quest games | By combining immersion, interactivity, and the inherently enjoyable nature of arcade games, this study achieves significant learning effects, including raising awareness, facilitating learning gains, and enhancing enjoyment in addition to engagement among players. |
Vu et al. | 2018 [61] | HMDs | Serious game, interactive storytelling, and escape, puzzle, and quest games | The study suggests that serious VR games have the potential to be effective tools for preserving cultural heritage, educating individuals about historical events and communities, and offering engaging learning experiences that can enhance understanding and appreciation of the past. |
Martyastiadi | 2020 [62] | HMDs | Serious game, interactive storytelling, and escape, puzzle, and quest games | Incorporating spiritual elements from the Borobudur temple into interactive digital art, offering users a unique and immersive experience that combines aesthetics, spirituality, and technology in the virtual reality realm. |
Fu et al. | 2020 [63] | HMDs, multimodal interfaces, and eye tracking | Serious games, as well as escape, puzzle, and quest games | The study suggests that the integration of BCI and VR technologies can significantly enhance cultural experiences in gaming environments, offering new possibilities for immersive and interactive applications in the fields of cultural heritage and entertainment. |
Rahimi et al. | 2020 [64] | HMDs | Serious game and interactive storytelling | Integrating VR technology into museum experiences not only significantly enhances enjoyment and engagement among visitors but also leads to reported increases in knowledge and learning after engaging with the VR-enhanced museum environment, particularly in understanding specific events and themes related to North American urban history. |
Liu et al. | 2021 [65] | HMDs | Serious games, as well as escape, puzzle, and quest games | Players found RelicVR more interesting than conventional museum visits, as it allowed for closer interaction with artifacts and provided a deep impression of relics and their information. |
Zhang et al. | 2021 [66] | HMDs and hand or body tracking | Serious game and interactive storytelling | Integrating traditional art techniques into modern VR gaming can offer unique and enriching experiences. This innovative approach not only makes cultural art forms more accessible to the general public but also opens up new possibilities for interactive design in VR applications. |
Egea-Vivancos and Arias-Ferrer | 2021 [67] | HMDs | Serious game and interactive storytelling | Incorporating civic education, historical relevance, engagement, applicability, and multimodality (CREAM model) in educational VR video game design effectively enhances educational outcomes. |
Baradaran Rahimi et al. | 2022 [68] | HMDs | Serious games, as well as escape, puzzle, and quest games | VR and hybrid spaces have significant potential to revolutionize museum experiences, making them more engaging, educational, and accessible beyond the physical constraints of traditional museum walls. |
Type of Digitalization | Digitalization Method | List of Heritage Objects | Description |
---|---|---|---|
Building of the museum | Blueprint map, sketch, and cooperation with museum curators | Wieng Yong House Museum floors one and two | Digitally recreated using original blueprints and curatorial input, providing an accurate virtual representation of the museum’s architecture. |
Ancient fabric | Fujitsu ScanSnap SV600 image scanner and a Cannon EOS600D kit 18–55 | Yok Dok woven textile (nine pieces) | High-quality scans captured the intricate patterns and vibrant colors of Yok Dok, a traditional Thai brocade. |
Fujitsu ScanSnap SV600 image scanner and a Cannon EOS600D kit 18–55 | Raised pattern weaving (six pieces) | Scanned with precision to highlight the unique raised textures and traditional designs of these woven fabrics. | |
Fujitsu ScanSnap SV600 image scanner and a Cannon EOS600D kit 18–55 | Sarong (eight pieces) | Each sarong’s distinctive patterns and cultural relevance were carefully digitized, reflecting regional textile artistry. | |
Heritage objects in the museum | Three-dimensional modeling and iPhone Pro Max 13 | Ancient old pictures (five pieces) | Historical photographs transformed into high-resolution digital formats, preserving their historical essence. |
Photogrammetry with RealityCapture software version 1.3 | Ancient Buddha statue (four statues) | Statues meticulously digitized, showcasing intricate details and craftsmanship of Buddhist art. | |
Photogrammetry with RealityCapture software version 1.3 | Fitting mannequin (10 pieces) | Detailed digital models of mannequins provide insights into historical fashion and garment display. | |
Photogrammetry with RealityCapture software version 1.3 | Ancient typewriter | The typewriter’s mechanical complexity and historical significance were captured in a detailed 3D model. | |
Three-dimensional modeling and iPhone Pro Max 13 | Other furniture (20 pieces) | A diverse collection of digitized antique furniture highlighting varied styles and eras of craftsmanship. | |
Photogrammetry with RealityCapture software | Earthenware (10 pieces) | Traditional earthenware pieces scanned to capture their unique designs and cultural importance. |
Game Elements | Definition | Objective |
---|---|---|
Achievement | Recognitions or badges awarded to users for completing specific tasks or reaching certain milestones [60]. | To motivate users to explore more sections of the museum and engage deeply with the exhibits. |
Profile | A personalized user interface that displays the user’s achievements, preferences, and history [61]. | To provide a personalized experience and track user progress as well as interactions. |
Leaderboard | A ranking system that displays user scores or achievements compared to other users [62,63]. | To encourage a competitive spirit and incentivize users to engage more with the VR content. |
Progression | A system that allows users to unlock new levels or content as they advance in the experience [61]. | To maintain user interest and engagement over time by gradually introducing new content. |
Quiz | Interactive questionnaires or puzzles related to the museum content [64,65]. | To enhance the learning and retention of information about the museum’s exhibits. |
Categories | Statistics of the Pooled Sample |
---|---|
Sample size (N) | 76 |
Mean age (S.D.) | 22.8 (0.34) |
Male (%) | 30 (39.47%) |
Female (%) | 46 (60.52%) |
Never visited the Wieng Yong House Museum (%) | 74 (97.36%) |
Visited the Wieng Yong House Museum (%) | 2 (2.63%) |
Group | N | Pre-Test (SD) | Post-Test (SD) | t-Value | p-Value |
---|---|---|---|---|---|
Non-gamified VR (control) | 38 | 6.94 (2.30) | 9.10 (3.21) | 3.689 | p < 0.001 |
Gamified VR (experiment) | 38 | 6.18 (2.56) | 10.02 (3.46) | 5.681 | p < 0.001 |
Group | Dimension | N | Pre (SD) | Post (SD) | Mean Difference (Post–Pre) | t-Value | p-Value |
---|---|---|---|---|---|---|---|
Non-gamified VR (control) | Perceived competence | 38 | 3.04 (0.73) | 3.21 (0.52) | 0.15 | 2.22 | 0.032 |
Interest | 38 | 3.02 (0.71) | 3.71 (0.61) | 0.68 | 4.66 | p < 0.001 | |
Effort | 38 | 2.97 (0.71) | 3.10 (0.79) | 0.13 | 2.36 | 0.023 | |
Gamified VR (experiment) | Perceived competence | 38 | 3.10 (0.72) | 3.26 (0.60) | 0.15 | 2.63 | 0.012 |
Interest | 38 | 3.13 (0.81) | 3.78 (0.70) | 0.65 | 3.61 | p < 0.001 | |
Effort | 38 | 3.02 (0.78) | 3.71 (0.65) | 0.68 | 3.77 | p < 0.001 |
UES Questionnaires | Group | N | Mean Score (SD) | t | p-Value |
---|---|---|---|---|---|
Focus attention | Non-gamified VR (Control) | 38 | 3.39 (0.88) | −0.123 | 0.902 |
Gamified VR (experiment) | 38 | 3.42 (0.97) | |||
Perceived usability | Non-gamified VR (control) | 38 | 2.97 (0.78) | 0.698 | 0.488 |
Gamified VR (experiment) | 38 | 2.84 (0.85) | |||
Aesthetic appeal | Non-gamified VR (control) | 38 | 3.05 (0.76) | −0.299 | 0.766 |
Gamified VR (experiment) | 38 | 3.39 (0.63) | |||
Reward | Non-gamified VR (control) | 38 | 3.05 (0.80) | −2.610 | 0.011 * |
Gamified VR (experiment) | 38 | 3.57 (0.94) |
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© 2024 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
Chernbumroong, S.; Ariya, P.; Yolthasart, S.; Wongwan, N.; Intawong, K.; Puritat, K. Comparing the Impact of Non-Gamified and Gamified Virtual Reality in Digital Twin Virtual Museum Environments: A Case Study of Wieng Yong House Museum, Thailand. Heritage 2024, 7, 1870-1892. https://doi.org/10.3390/heritage7040089
Chernbumroong S, Ariya P, Yolthasart S, Wongwan N, Intawong K, Puritat K. Comparing the Impact of Non-Gamified and Gamified Virtual Reality in Digital Twin Virtual Museum Environments: A Case Study of Wieng Yong House Museum, Thailand. Heritage. 2024; 7(4):1870-1892. https://doi.org/10.3390/heritage7040089
Chicago/Turabian StyleChernbumroong, Suepphong, Pakinee Ariya, Suratchanee Yolthasart, Natchaya Wongwan, Kannikar Intawong, and Kitti Puritat. 2024. "Comparing the Impact of Non-Gamified and Gamified Virtual Reality in Digital Twin Virtual Museum Environments: A Case Study of Wieng Yong House Museum, Thailand" Heritage 7, no. 4: 1870-1892. https://doi.org/10.3390/heritage7040089
APA StyleChernbumroong, S., Ariya, P., Yolthasart, S., Wongwan, N., Intawong, K., & Puritat, K. (2024). Comparing the Impact of Non-Gamified and Gamified Virtual Reality in Digital Twin Virtual Museum Environments: A Case Study of Wieng Yong House Museum, Thailand. Heritage, 7(4), 1870-1892. https://doi.org/10.3390/heritage7040089