Evaluating Virtual Game Design for Cultural Heritage Interpretation: An Exploratory Study on arkeOyun
Abstract
1. Introduction
- Which design elements are effective in designing virtual reality games to increase users’ interaction with archaeological heritage sites? (RQ.1)
- How can virtual reality games be used to interpret cultural heritage sites? (RQ.2)
- What preliminary conclusions about arkeOyun’s usability and playability can be drawn from the expert feedback? (RQ.3)
2. Conceptual Framework
2.1. Game Space
2.2. Heritage Interpretation: Issues Concerning Archaeological Heritage Sites
3. Virtual Reality Game: arkeOyun
3.1. Sample Area
3.2. Cultural Content Interpretation
3.3. Spatial Design and Structure
3.3.1. Virtual Game Space Design
3.3.2. Game Conditions and Rules
3.4. User Experience and Interaction
4. Methodology
4.1. Participants and Experiment Design
4.2. Data Collection
4.3. Data Analyses
5. Results
5.1. Concurrent Think-Aloud Protocol Evaluation
5.2. Heuristic Evaluation
5.3. Correlation Evaluation
6. Discussion and Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
Appendix A
Theme | Sub-Theme | PC | NC | TC | PF (%) | NF (%) |
---|---|---|---|---|---|---|
Control Usability | 26 | 29 | 55 | 47.27 | 52.73 | |
Control Ease/Difficulty | 12 | 15 | 27 | 44.44 | 55.56 | |
Perceivability/Comprehensibility | 4 | 6 | 10 | 40.00 | 60.00 | |
Feedback System | 5 | 5 | 10 | 50.00 | 50.00 | |
Overall Flow and Fluidity | 3 | 2 | 5 | 60.00 | 40.00 | |
Consistency | 2 | 1 | 3 | 66.67 | 33.33 | |
Game Progression | 11 | 12 | 23 | 47.83 | 52,17 | |
Narrative and Engagement | 6 | 4 | 10 | 60.00 | 40.00 | |
Progression Mechanics | 5 | 8 | 13 | 38.46 | 61.54 | |
Haptic Feedback | 2 | 6 | 8 | 25.00 | 75.00 | |
Navigation | 19 | 44 | 63 | 30.16 | 69.84 | |
Guidance | 8 | 24 | 32 | 25.00 | 75.00 | |
Clarity | 2 | 11 | 13 | 15.38 | 84.62 | |
Feedback and Confirmation | 4 | 3 | 7 | 57.14 | 42.86 | |
Flow & Ease | 5 | 1 | 6 | 83.33 | 16.67 | |
Challenge and Cognitive Load | 0 | 5 | 5 | 0.00 | 100.00 | |
Overall Engagement in the VR Environment | 39 | 38 | 77 | 50.65 | 49.35 | |
Emotional Engagement | 11 | 30 | 41 | 26.83 | 73.17 | |
Presence and Immersion | 28 | 8 | 36 | 77.78 | 22.22 | |
Physical Comfort and Motion | 8 | 11 | 19 | 42.11 | 57.89 | |
Physical and Spatial Comfort | 4 | 7 | 11 | 36.36 | 63.64 | |
Motion Fluidity and Visual Transitions | 4 | 4 | 8 | 50.00 | 50.00 | |
Spatial Movement and Orientation | 18 | 23 | 41 | 43.90 | 56.10 | |
Directional Clarity and Wayfinding | 9 | 14 | 23 | 39.13 | 60.87 | |
Spatial Cues and Environmental Differentiation | 9 | 9 | 18 | 50.00 | 50.00 | |
Stimuli | 37 | 37 | 74 | 50.00 | 50.00 | |
Auditory Cues and Sound Design | 11 | 10 | 21 | 52.38 | 47.62 | |
Multisensory Atmosphere | 7 | 3 | 10 | 70.00 | 30.00 | |
Visual Cues and Lighting Stimuli | 19 | 24 | 43 | 44.19 | 55.81 | |
Task Completion | 13 | 8 | 21 | 61.90 | 38.10 | |
User Interface Design | 25 | 46 | 71 | 35.21 | 64.79 | |
Informative Content and Progress Indicators | 8 | 24 | 32 | 25.00 | 75.00 | |
Overall Interface Design | 17 | 22 | 39 | 43.59 | 56.41 |
Appendix B
Question | Mean (±Std) | Median | Positive (%) [4,5] | Negative (%) [1,2,3] | Participant Commentary | General Assessment | Expertise Area Correlation |
---|---|---|---|---|---|---|---|
Q1. Support of a variety of game styles | 2.88 ± 0.90 | 3 | 35.29% | 64.71% | Limited variety in gameplay styles; room for diversification. | A broader range of play styles should be included to cater to diverse preferences. | CH experts appreciated its cultural flexibility (M: 3.1), while GD experts found it restrictive (M: 2.5). |
Q2. Game provides immediate feedback | 4.35 ± 0.49 | 4 | 94.12% | 5.88% | Strong feedback mechanisms; highly appreciated. | Immediate feedback was a standout feature for players. | HCI experts emphasised its usability benefits (M: 4.7). |
Q3. Context-sensitive help | 3.76 ± 0.83 | 4 | 76.47% | 23.53% | Adequate, but some room for improvement in providing relevant support. | Could better anticipate player needs in real-time. | Feedback was consistent across groups; VR experts valued its immersion benefits (M: 4.0). |
Q4. Non-intrusive interface | 4.18 ± 0.66 | 4 | 88.24% | 11.76% | Intuitive design well-received by participants. | Simplified UI allows players to focus on gameplay. | AD experts found it visually appealing (M: 4.5), while GD experts sought minor improvements (M: 4.0). |
Q5. Quick involvement with tutorials and/or progressive or adjustable difficulty levels | 2.23 ± 0.75 | 2 | 17.65% | 82.35% | Onboarding process and difficulty adjustments need substantial improvement. | Many participants felt the game lacked intuitive onboarding. | CH experts struggled with the tutorial design (M: 2.0), whereas HCI experts suggested clearer difficulty indicators (M: 2.5). |
Q6. Always being able to identify score/status and goal | 4.82 ± 0.39 | 5 | 100.00% | 0.00% | A key strength; all participants found this feature extremely effective. | The system is clear and helps players stay engaged. | Consistent high ratings across all areas. |
Q7. Standard conventions and natural mapping for controls | 4.70 ± 0.47 | 5 | 94.12% | 5.88% | Participants strongly appreciated the control mechanisms. | The control system aligns well with player expectations. | HCI experts rated this aspect the highest (M: 4.9). |
Q8. Clear goals | 4.70 ± 0.47 | 5 | 94.12% | 5.88% | Goal clarity was universally praised. | Participants felt the goals were well-defined and motivational. | CH experts highlighted the link between goals and heritage interpretation (M: 4.8). |
Q9. Appropriate rewards for effort and skill development | 2.06 ± 0.24 | 2 | 5.88% | 94.12% | Participants found the reward system inadequate and unmotivating. | Revamping the reward system is crucial for engagement. | GD experts found this feature most lacking (Mean: 1.8), while HCI experts suggested alignment with progression (M: 2.3). |
Q10. Challenge, strategy, and pace are in balance | 2.94 ± 0.77 | 3 | 29.41% | 70.59% | Game challenges and pacing require better alignment with player expectations. | Challenge levels should adapt more dynamically to user skill. | GD experts identified strategy imbalances (M: 2.7), while VR experts noted pacing issues (M: 2.8). |
Q11. Fun gaming, without repetitive or boring tasks | 2.53 ± 0.62 | 2 | 11.76% | 88.24% | Repetitive tasks detracted significantly from the gaming experience. | More diverse and engaging tasks would improve enjoyment. | GD experts rated it the lowest (M: 2.2), indicating a need for creative diversity. |
Q12. Persistent game world | 4.35 ± 0.49 | 4 | 94.12% | 5.88% | Persistent and immersive world design was highly valued. | The game world provides a strong foundation for engagement. | VR experts particularly valued the immersion aspect (M: 4.8). |
Q13. Feeling in control | 4.41 ± 0.51 | 4 | 94.12% | 5.88% | Players felt confident and in control of their gameplay experience. | Effective control mechanisms enhance user confidence. | HCI experts emphasised this aspect’s importance (M: 4.6). |
Q14. The game story supports the gameplay and is meaningful | 4.00 ± 0.68 | 4 | 82.35% | 17.65% | Narrative integration is strong, though further refinement is possible. | The story connects well with gameplay, enhancing engagement. | CH experts highlighted the educational potential (M: 4.2), while GD experts suggested deeper integration (M: 3.8). |
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Challenges | Description |
---|---|
social, aesthetic, and environmental contexts [26,27] | discontinuity/loss of the original context (physically and semantically) |
presentation and comprehension [25,28] | struggle to understand the archaeological remains on-site, requiring modern methods. |
balancing information and interpretation [21,28] | developing a balanced approach (neither overwhelming nor oversimplifying the information) |
accessibility and physical barriers [21,30] | ensuring that archaeological sites are physically and digitally accessible to all visitors. |
ineffectiveness of traditional methods [29] | interpretation methods (e.g., info. boards, reconstructions) fail to meet modern visitor needs. |
integration of digital technologies [17,31] | insufficient integration of digitalization and visualisation into interpretation processes. |
narration and comprehension of heritage value [32,33] | challenges in effectively conveying historical narratives beyond physical remains. |
interactive and engaging platforms [24,33] | limitations of interactive platforms on facilitating emotional and intellectual connections. |
Game Design Categories | arkeOyun | |||
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Features | Structure | Integration | ||
Spatial organisation |
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Archaeological Features |
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Archaeologist Interpretations |
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CTA | HE | Correlation Evaluation | |||||
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Theme | P (%) | N (%) | I | (Mean ± Std) | P (%) | N (%) | |
Control Usability | 47.27 | 52.73 | Q2 | 4.35 ± 0.49 | 94.12 | 5.88 | Controls and feedback are positively rated on HE and aligned with difficulty observations obtained from CTA. HE results indicate a focus on feedback issues. |
Q3 | 3.76 ± 0.83 | 76.47 | 23.53 | ||||
Q5 | 2.23 ± 0.75 | 17.65 | 82.35 | ||||
Q7 | 4.70 ± 0.47 | 94.12 | 5.88 | ||||
Game Progression | 47.83 | 52.17 | Q1 | 2.88 ± 0.90 | 35.29 | 64.71 | HE results indicate that the narrative is meaningful and needs more integration in which narrative, reward, and variety-related questions match CTA results. |
Q5 | 2.23 ± 0.75 | 17.65 | 82.35 | ||||
Q9 | 2.06 ± 0.24 | 5.88 | 94.12 | ||||
Q11 | 2.53 ± 0.62 | 11.76 | 88.24 | ||||
Haptic Feedback | 25.0 | 75.0 | Not directly measured | Tactile feedback is not part of HE results, but lack of tactile response is noted strongly in CTA. | |||
Navigation | 30.16 | 69.84 | Q4 | 4.18 ± 0.66 | 88.24 | 11.76 | Interface clarity and spatial cues were strong according to HE but CTA reveals guidance problems. |
Q6 | 4.82 ± 0.39 | 100.00 | 0.00 | ||||
Q10 | 2.94 ± 0.77 | 29.41 | 70.59 | ||||
Q11 | 2.53 ± 0.62 | 11.76 | 88.24 | ||||
Overall Engagement | 50.65 | 49.35 | Q1 | 2.88 ± 0.90 | 35.29 | 64.71 | Engagement and immersion appear in both HE (Q12, Q14) and CTA, although in CTA, emotional gaps are an issue. |
Q12 | 4.35 ± 0.49 | 94.12 | 5.88 | ||||
Q14 | 4.00 ± 0.68 | 82.35 | 17.65 | ||||
Physical Comfort and Motion | 42.11 | 57.89 | Not directly measured | Physical discomfort was mentioned in CTA, but HE did not include assessments of ergonomics or motion sickness. | |||
Spatial Movement and Orientation | 43.9 | 56.1 | Q10 | 2.94 ± 0.77 | 29.41 | 70.59 | HE results show an imbalance in the challenge, spatial clarity, and task variety and overlapping with CTA results reporting spatial confusion. |
Q11 | 2.53 ± 0.62 | 11.76 | 88.24 | ||||
Stimuli | 50.0 | 50.0 | Q2 | 4.35 ± 0.49 | 94.12 | 5.88 | HE sound and visual assessments resulted in positive CTA results with stimulus clarity aligned with feedback and immersion, but need for better multimodal interaction was mentioned. |
Q12 | 4.35 ± 0.49 | 94.12 | 5.88 | ||||
Task Completion | 61.9 | 38.1 | Q6 | 4.82 ± 0.39 | 100.00 | 0.00 | HE results with positives on clear goals and task awareness; CTA confirming well-structured tasks in parallel. |
Q8 | 4.70 ± 0.47 | 94.12 | 5.88 | ||||
User Interface Design | 35.21 | 64.79 | Q3 | 3.76 ± 0.83 | 76.47 | 23.53 | Interface clarity and spatial cues were strong according to HE but CTA reveals guidance problems. |
Q4 | 4.18 ± 0.66 | 88.24 | 11.76 | ||||
Q5 | 2.23 ± 0.75 | 17.65 | 82.35 | ||||
Q6 | 4.82 ± 0.39 | 100.00 | 0.00 |
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Güner, S.; Gül, L.F. Evaluating Virtual Game Design for Cultural Heritage Interpretation: An Exploratory Study on arkeOyun. Heritage 2025, 8, 208. https://doi.org/10.3390/heritage8060208
Güner S, Gül LF. Evaluating Virtual Game Design for Cultural Heritage Interpretation: An Exploratory Study on arkeOyun. Heritage. 2025; 8(6):208. https://doi.org/10.3390/heritage8060208
Chicago/Turabian StyleGüner, Sevde, and Leman Figen Gül. 2025. "Evaluating Virtual Game Design for Cultural Heritage Interpretation: An Exploratory Study on arkeOyun" Heritage 8, no. 6: 208. https://doi.org/10.3390/heritage8060208
APA StyleGüner, S., & Gül, L. F. (2025). Evaluating Virtual Game Design for Cultural Heritage Interpretation: An Exploratory Study on arkeOyun. Heritage, 8(6), 208. https://doi.org/10.3390/heritage8060208