Designing the Space Archivists: A Metadata-Driven VR Game Concept for Children to Engage with Cultural Heritage
Abstract
1. Introduction
2. Related Work
2.1. Designing Immersive Experiences for Cultural Heritage
2.2. Children Engaging with VR
2.3. Children Designing with Data in Cultural Heritage
2.4. Research Question and Design Challenge
3. Method
3.1. Design Salon with Data Professionals
3.2. Child Participatory Design Workshops on Data
3.3. Child Participatory Design Workshops on Media
3.4. Data Analysis
4. Results
4.1. Theme 1: Expert-Described Metadata Challenges and Value for Storytelling
4.2. Theme 2: Child Interpretations of Abstract Data
4.3. Theme 3: Immersive and Collaborative Learning Contexts
4.4. Theme 4: Exploring Media Diversity Through Categorisation Games
5. The Space Archivists: Helping Children Connect to Historical and Contextual Details
6. Discussion
6.1. Limitations
6.2. Design Insights
6.2.1. Considering the Contextual Complexity of Data and Audience Needs
6.2.2. Connecting Data Abstractions to Embodied Narratives Through Categorisation Mechanics
6.2.3. Supporting Abstract Meaning Making Using the Immersive Affordances of VR
7. Conclusions and Future Work
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
PD | Participatory Design |
CHI | Cultural Heritage Institution |
VR | Virtual Reality |
CI | Cooperative Inquiry |
Appendix A. Detailed Description of Concept Design
“It’s the end of the earth and all that’s left of the original human race is an archive sent to space. While functional, the archive pulses; it’s alive, preserving the memory of humankind, bringing life to the new generation of humanity spread out across the planets. But oh no! a meteorite has damaged the archive, knocking the images around. You are a team of space archivists from the future, brought together to save the archive, and humanity! Together with your partner, can you bring the archive back online by organising the media with your background knowledge and observation skills?”
Appendix B. Initial Themes and Design Insights
Theme | Sub-Theme | Code | Design Insights |
---|---|---|---|
Theme 1 | Metadata Goals and Values | (1) Metadata Values and Goals, (2) Data Story Process, (3) Broken and Biased Metadata, (4) Metadata Can be Interpreted Differently | Archival metadata has a lot of bias and does not make sense on its own. Creating a good experience means (1) having a clear goal, (2) being selective, and (3) integrating it with the material. |
Theme 1 | Metadata in Storytelling | (1) Metadata Navigation, (2) Finding Hidden Story from Metadata, (3) Metadata Representation in Puzzles | (a) Metadata has different layers of meaning and can be interpreted and represented in different ways. Metadata stories can be about (1) telling a higher-level story about media or (2) about what happens when representing the same collection in different ways. (b) Metadata experience can be in the background of the experience, either as a hidden form of organisation, or a visible experience goal. |
Theme 2 | Data Scaffolding | (1) Abstract vs. Concrete Scaffolding | Creating a concrete-to-abstract scaffold is essential in having children understand data; they need to first see the concrete representation of the abstract representation, then see the abstract form (e.g., see a picture of their favourite football player before seeing how many media items there are about them). |
Theme 3 | Motivation | (1) Personal Motivation, (2) What is Boring, (3) Experience Goals | Children are motivated by feeling smart; they want feedback that they know things (e.g., facts) and want gamified learning experiences. |
Theme 3 | Collaboration | (1) Working Together is Fun, (2) Collaborative Experience, (3) Separate Journeys | (a) Collaboration is fundamental to the enjoyment of the experience; kids enjoy cooperative and complementary tasks. (b) Collaboration can happen through separate journeys, where children can solve puzzles independently, then come together to solve a final puzzle. |
Theme 4 | Game Mechanics | (1) Puzzle Games, (2) Curated vs. Free Exploration, (3) Scavenger hunt, (4) Multi-layer Games | (a) Children are interested in experiences where they solve something: escape rooms, puzzles, scavenger and treasure hunts, choose your own adventure games. (b) The experience can have a multi-layer dynamic, with games being used to open up other games, games within games, or several puzzles or mini-games leading to a final puzzle or reward. |
Theme 4 | Categorisation | (1) Categorisation as a Goal, (2) Tagging Interaction, (3) Type of Photo (Live, Posed, Action), (4) Binary Categories, (5) Black and White vs. Color Categories, (6) Biased Categorisation, (7) Types of Categories, (8) Categorisation by Clothes | (a) Children categorised data into a number of concrete properties: colour, shape, weight (for physical objects), clothing, number of people, sport, number of boys/girls, faces, and emotion. They also categorised images by type of photo (live, posed, or action) and whether the image is in colour. (b) Children have categorisation bias: some categorise by background knowledge (e.g., knowing a sports team’s colours), while others are confused by B&W photos. Also, images that are harder to understand are less interesting to children (e.g., an advertisement in another language), so they pay less attention to those. |
1 | While VR has potential to be a transformative technology across disciplines, concerns about potential risks for children remain. Our work is part of a larger effort to ethically and thoughtfully explore how the rapidly expanding development of VR systems can support children in CHI contexts [62,63]. |
2 | As children are a vulnerable demographic, particular attention was paid to ensure their participation was consensual; both parents and children signed a consent form prior to participating, and children’s consent forms were written in child-friendly language to make them easy to understand. Further, children were told several times that they could stop participating at any time. |
3 | ‘F’ refers to quotes from facilitators reflecting on the experiences they saw, as child explanations were not always clear. |
4 | We will have media items with different levels of categorisation difficulty. As players will be of different ages and will include parents as well as children, players will be able to choose from easy, medium, and hard modes with different types of media. |
5 | For instance, a fun fact could point out that there are far fewer female athletes in the Europeana Sport dataset because fewer women competed in sports at the beginning of the twentieth century. |
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Goldman, A.; Bocyte, R.; Blinder, E.B.; Verhofstadt, A.; Bonsignore, E.; Cesar, P. Designing the Space Archivists: A Metadata-Driven VR Game Concept for Children to Engage with Cultural Heritage. Heritage 2025, 8, 238. https://doi.org/10.3390/heritage8070238
Goldman A, Bocyte R, Blinder EB, Verhofstadt A, Bonsignore E, Cesar P. Designing the Space Archivists: A Metadata-Driven VR Game Concept for Children to Engage with Cultural Heritage. Heritage. 2025; 8(7):238. https://doi.org/10.3390/heritage8070238
Chicago/Turabian StyleGoldman, Alina, Rasa Bocyte, Elana B. Blinder, Arno Verhofstadt, Elizabeth Bonsignore, and Pablo Cesar. 2025. "Designing the Space Archivists: A Metadata-Driven VR Game Concept for Children to Engage with Cultural Heritage" Heritage 8, no. 7: 238. https://doi.org/10.3390/heritage8070238
APA StyleGoldman, A., Bocyte, R., Blinder, E. B., Verhofstadt, A., Bonsignore, E., & Cesar, P. (2025). Designing the Space Archivists: A Metadata-Driven VR Game Concept for Children to Engage with Cultural Heritage. Heritage, 8(7), 238. https://doi.org/10.3390/heritage8070238