{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,17]],"date-time":"2026-04-17T18:14:42Z","timestamp":1776449682035,"version":"3.51.2"},"reference-count":73,"publisher":"MDPI AG","issue":"1","license":[{"start":{"date-parts":[[2025,3,3]],"date-time":"2025-03-03T00:00:00Z","timestamp":1740960000000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"funder":[{"name":"Chiang Mai University"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Informatics"],"abstract":"<jats:p>Virtual museums powered by virtual reality (VR) technology serve as innovative platforms for cultural preservation and education, combining accessibility with immersive user experiences. While gamification has been widely explored in educational and entertainment contexts, its impact on user experiences in virtual cultural heritage museums remains underexplored. Prior research has focused primarily on engagement and enjoyment in gamified virtual environments but has not sufficiently distinguished between hedonic (pleasure-driven) and eudaimonic (meaning-driven) experiences or their impact on learning outcomes. This study aims to address this gap by comparing gamified and non-gamified virtual museum designs to evaluate their effects on hedonic and eudaimonic experiences, knowledge acquisition, and behavioral engagement. Using a quasi-experimental approach with 70 participants, the findings indicate that gamification significantly enhances hedonic experiences, including enjoyment, engagement, and satisfaction, while fostering prolonged interaction and deeper exploration. However, eudaimonic outcomes such as personal growth and reflection did not exhibit statistically significant differences. These results underscore the potential of gamified VR environments to balance entertainment and educational value, offering insights into user-centered design strategies for virtual museum systems that bridge technology, culture, and engagement.<\/jats:p>","DOI":"10.3390\/informatics12010027","type":"journal-article","created":{"date-parts":[[2025,3,3]],"date-time":"2025-03-03T07:37:17Z","timestamp":1740987437000},"page":"27","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":26,"title":["Gamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage Learning"],"prefix":"10.3390","volume":"12","author":[{"ORCID":"https:\/\/orcid.org\/0000-0003-0757-0607","authenticated-orcid":false,"given":"Sumalee","family":"Sangamuang","sequence":"first","affiliation":[{"name":"College of Art, Media and Technology, Chiang Mai University, Chiang Mai 50200, Thailand"}]},{"given":"Natchaya","family":"Wongwan","sequence":"additional","affiliation":[{"name":"College of Art, Media and Technology, Chiang Mai University, Chiang Mai 50200, Thailand"}]},{"given":"Kannikar","family":"Intawong","sequence":"additional","affiliation":[{"name":"Faculty of Public Health, Chiang Mai University, Chiang Mai 50200, Thailand"}]},{"given":"Songpon","family":"Khanchai","sequence":"additional","affiliation":[{"name":"Department of Library and Information Science, Faculty of Humanities, Chiang Mai University, Chiang Mai 50200, Thailand"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-0681-3064","authenticated-orcid":false,"given":"Kitti","family":"Puritat","sequence":"additional","affiliation":[{"name":"Department of Library and Information Science, Faculty of Humanities, Chiang Mai University, Chiang Mai 50200, Thailand"}]}],"member":"1968","published-online":{"date-parts":[[2025,3,3]]},"reference":[{"key":"ref_1","doi-asserted-by":"crossref","unstructured":"Parsons, T., Gaggioli, A., and Riva, G. (2017). Virtual Reality for research in social neuroscience. Brain Sci., 7.","DOI":"10.3390\/brainsci7040042"},{"key":"ref_2","doi-asserted-by":"crossref","unstructured":"Lee, H., Jung, T.H., Dieck, M.C.T., and Chung, N. (2019). Experiencing immersive virtual reality in museums. Inf. Manag., 57.","DOI":"10.1016\/j.im.2019.103229"},{"key":"ref_3","doi-asserted-by":"crossref","unstructured":"Jung, T., Dieck, M.C.T., Lee, H., and Chung, N. (2016). Effects of virtual reality and augmented reality on visitor experiences in museum. Information and Communication Technologies in Tourism, Springer.","DOI":"10.1007\/978-3-319-28231-2_45"},{"key":"ref_4","doi-asserted-by":"crossref","first-page":"140","DOI":"10.1016\/j.tourman.2017.12.003","article-title":"Virtual reality, presence, and attitude change: Empirical evidence from tourism","volume":"66","author":"Tussyadiah","year":"2017","journal-title":"Tour. Manag."},{"key":"ref_5","doi-asserted-by":"crossref","first-page":"23","DOI":"10.1016\/j.ufug.2019.03.002","article-title":"Tree cover shows an inverse relationship with depressive symptoms in elderly residents living in U.S. nursing homes","volume":"41","author":"Browning","year":"2019","journal-title":"Urban For. Urban Green."},{"key":"ref_6","doi-asserted-by":"crossref","unstructured":"Wang, H., Gao, Z., Zhang, X., Du, J., Xu, Y., and Wang, Z. (2024). Gamifying cultural heritage: Exploring the potential of immersive virtual exhibitions. Telemat. Inform. Rep., 15.","DOI":"10.1016\/j.teler.2024.100150"},{"key":"ref_7","doi-asserted-by":"crossref","first-page":"1425","DOI":"10.1007\/s10902-013-9485-0","article-title":"Eudaimonia and Its Distinction from Hedonia: Developing a Classification and Terminology for Understanding Conceptual and Operational Definitions","volume":"15","author":"Huta","year":"2013","journal-title":"J. Happiness Stud."},{"key":"ref_8","doi-asserted-by":"crossref","unstructured":"Xu, J., Khanotia, A., Juni, S., Ku, J., Sami, H., Lin, V., Walterson, R., Payne, E., Jo, H., and Rahimpoor-Marnani, P. (2024). Effectiveness of Virtual Reality\u2013Based Well-Being Interventions for Stress Reduction in Young Adults: Systematic review. JMIR Ment. Health, 11.","DOI":"10.2196\/52186"},{"key":"ref_9","doi-asserted-by":"crossref","unstructured":"Montana, J.I., Matamala-Gomez, M., Maisto, M., Mavrodiev, P.A., Cavalera, C.M., Diana, B., Mantovani, F., and Realdon, O. (2020). The Benefits of emotion Regulation Interventions in Virtual Reality for the Improvement of Wellbeing in Adults and Older Adults: A Systematic Review. J. Clin. Med., 9.","DOI":"10.3390\/jcm9020500"},{"key":"ref_10","doi-asserted-by":"crossref","first-page":"564","DOI":"10.1177\/10963480221116047","article-title":"Virtual tourism experiences and mental restoration","volume":"48","author":"Walters","year":"2022","journal-title":"J. Hosp. Tour. Res."},{"key":"ref_11","doi-asserted-by":"crossref","unstructured":"McLean, G., AlYahya, M., Barhorst, J.B., and Osei-Frimpong, K. (2023). Examining the influence of virtual reality tourism on consumers\u2019 subjective wellbeing. Tour. Manag. Perspect., 46.","DOI":"10.1016\/j.tmp.2023.101088"},{"key":"ref_12","doi-asserted-by":"crossref","unstructured":"Aldossary, M., and McLean, G. (2022). Prolonging the influence of a vacation experience on consumers\u2019 wellbeing\u2013Is there a role for virtual reality?. Ann. Tour. Res., 97.","DOI":"10.1016\/j.annals.2022.103500"},{"key":"ref_13","doi-asserted-by":"crossref","first-page":"1","DOI":"10.1080\/10941665.2024.2343066","article-title":"Psychological well-being from virtual tourism: A mixed method approach","volume":"92","author":"Zhang","year":"2024","journal-title":"Asia Pac. J. Tour. Res."},{"key":"ref_14","doi-asserted-by":"crossref","unstructured":"Zheng, F., Wu, S., Liu, R., and Bai, Y. (2024). What influences user continuous intention of digital museum: Integrating task-technology fit (TTF) and unified theory of acceptance and usage of technology (UTAUT) models. Herit. Sci., 12.","DOI":"10.1186\/s40494-024-01365-4"},{"key":"ref_15","doi-asserted-by":"crossref","first-page":"289","DOI":"10.1080\/07370024.2018.1555481","article-title":"Eudaimonia and Hedonia in the design and Evaluation of a Cooperative Game for Psychosocial Well-Being","volume":"35","author":"Seaborn","year":"2019","journal-title":"Hum.-Comput. Interact."},{"key":"ref_16","doi-asserted-by":"crossref","first-page":"5935","DOI":"10.3390\/heritage6080312","article-title":"A Systematic Literature Review of Gamification in\/for Cultural Heritage: Leveling up, going beyond","volume":"6","author":"Marques","year":"2023","journal-title":"Heritage"},{"key":"ref_17","unstructured":"Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011, January 23\u201324). Gamification: Toward a Definition. Proceedings of the CHI 2011 Gamification Workshop Proceedings, Santa Cruz, CA, USA."},{"key":"ref_18","first-page":"1","article-title":"Managing Emerging Destinations: The Case of Azerbaijan","volume":"7","year":"2021","journal-title":"J. Tour."},{"key":"ref_19","doi-asserted-by":"crossref","unstructured":"Chernbumroong, S., Worragin, P., Wongwan, N., Intawong, K., Homla, P., and Puritat, K. (2024). Digitization of myth: The HimmapanVR Project\u2019s role in cultural preservation. Heliyon, 10.","DOI":"10.1016\/j.heliyon.2024.e30052"},{"key":"ref_20","doi-asserted-by":"crossref","first-page":"2071","DOI":"10.3390\/heritage7040098","article-title":"Analysis of the current status of sensors and HBIM Integration: A review based on bibliometric analysis","volume":"7","author":"Rolim","year":"2024","journal-title":"Heritage"},{"key":"ref_21","doi-asserted-by":"crossref","unstructured":"Souropetsis, M., Kyza, E.A., Nisiotis, L., Georgiou, Y., and Giorgalla, V. (2023). Investigating Students\u2019 Motivation and Cultural Heritage Learning in a Gamified versus Non-Gamified VR Environment, The Eurographics Association.","DOI":"10.22318\/icls2024.214135"},{"key":"ref_22","doi-asserted-by":"crossref","first-page":"735","DOI":"10.1007\/s10902-009-9171-4","article-title":"Pursuing pleasure or virtue: The differential and overlapping Well-Being benefits of hedonic and eudaimonic motives","volume":"11","author":"Huta","year":"2009","journal-title":"J. Happiness Stud."},{"key":"ref_23","doi-asserted-by":"crossref","first-page":"141","DOI":"10.1146\/annurev.psych.52.1.141","article-title":"On Happiness and Human Potentials: A review of Research on Hedonic and Eudaimonic Well-Being","volume":"52","author":"Ryan","year":"2001","journal-title":"Annu. Rev. Psychol."},{"key":"ref_24","doi-asserted-by":"crossref","first-page":"276","DOI":"10.1037\/0033-2909.125.2.276","article-title":"Subjective well-being: Three decades of progress","volume":"125","author":"Diener","year":"1999","journal-title":"Psychol. Bull."},{"key":"ref_25","doi-asserted-by":"crossref","first-page":"266","DOI":"10.1177\/1096348012436609","article-title":"Moving beyond subjective Well-Being","volume":"38","author":"Filep","year":"2012","journal-title":"J. Hosp. Tour. Res."},{"key":"ref_26","doi-asserted-by":"crossref","first-page":"196","DOI":"10.5502\/ijw.v2i3.3","article-title":"Integrating the hedonic and eudaimonic perspectives to more comprehensively understand wellbeing and pathways to wellbeing","volume":"2","author":"Henderson","year":"2012","journal-title":"Int. J. Wellbeing"},{"key":"ref_27","first-page":"1","article-title":"Life Satisfaction is not a Balanced Estimator of the Good Life: Evidence from Reaction Time Measures and Self-Reported Emotions","volume":"10","author":"Oelmann","year":"2007","journal-title":"J. Happiness Stud."},{"key":"ref_28","doi-asserted-by":"crossref","unstructured":"Bonaiuto, M., Mao, Y., Roberts, S., Psalti, A., Ariccio, S., Cancellieri, U.G., and Csikszentmihalyi, M. (2016). Optimal experience and personal growth: Flow and the consolidation of place identity. Front. Psychol., 7.","DOI":"10.3389\/fpsyg.2016.01654"},{"key":"ref_29","doi-asserted-by":"crossref","first-page":"1","DOI":"10.1080\/03637751.2024.2397435","article-title":"How nature- and humanity-based awe experiences in video games can differentially lead to hedonic and eudaimonic outcomes","volume":"92","author":"Sherrick","year":"2024","journal-title":"Commun. Monogr."},{"key":"ref_30","doi-asserted-by":"crossref","unstructured":"Karag\u00f6z, D., Kama, S., and Uysal, M. (2024). Examining the relationships between mindfulness, eudaimonic and hedonic experiences, place attachment, loyalty: The moderating role of flow. J. Leis. Res., 1\u201326.","DOI":"10.1080\/00222216.2024.2305782"},{"key":"ref_31","doi-asserted-by":"crossref","first-page":"2182","DOI":"10.1080\/13683500.2019.1611747","article-title":"Beyond the correlation between tourist eudaimonic and hedonic experiences: Necessary condition analysis","volume":"23","author":"Lee","year":"2019","journal-title":"Curr. Issues Tour."},{"key":"ref_32","doi-asserted-by":"crossref","first-page":"144","DOI":"10.1080\/15022250.2020.1744185","article-title":"How do Chinese travelers experience the Arctic? Insights from a hedonic and eudaimonic perspective","volume":"20","author":"Cai","year":"2020","journal-title":"Scand. J. Hosp. Tour."},{"key":"ref_33","doi-asserted-by":"crossref","unstructured":"Park, S., and Ahn, D. (2022). Seeking pleasure or meaning? The different impacts of hedonic and eudaimonic tourism happiness on tourists\u2019 life satisfaction. Int. J. Environ. Res. Public Health, 19.","DOI":"10.3390\/ijerph19031162"},{"key":"ref_34","doi-asserted-by":"crossref","first-page":"288","DOI":"10.1080\/13683500.2023.2178395","article-title":"Destination fascination, well-being, and the reasonable person model of behavioural intention in heritage tourism","volume":"27","author":"Lee","year":"2023","journal-title":"Curr. Issues Tour."},{"key":"ref_35","first-page":"66","article-title":"Tourismification of the Royal Funerary Tradition: A study of King Bhumibol Crematorium Exhibition","volume":"3","author":"Lunchaprasith","year":"2018","journal-title":"Asian J. Tour. Res."},{"key":"ref_36","doi-asserted-by":"crossref","first-page":"23","DOI":"10.21315\/ijaps2024.20.1.2","article-title":"Naga imagery and the impact of the internet on Naga worship in Thailand","volume":"20","author":"Chang","year":"2024","journal-title":"Int. J. Asia Pac. Stud."},{"key":"ref_37","doi-asserted-by":"crossref","unstructured":"Kamchompoo, S. (2024). The Design of Himmapan Animal Illustrations in Super Deformed (SD) Style for Using in New Media, IEEE.","DOI":"10.1109\/ECTIDAMTNCON60518.2024.10480087"},{"key":"ref_38","doi-asserted-by":"crossref","unstructured":"Chang, Y.-L. (2021). An investigation of Naga art in Buddhist temples of Mueang Chiang Mai District, Thailand. SSRN Electron. J.","DOI":"10.2139\/ssrn.3759516"},{"key":"ref_39","doi-asserted-by":"crossref","first-page":"481","DOI":"10.1080\/14759756.2023.2267339","article-title":"Designing dua Negeri (Two Countries) batik influenced by Indonesia and Thailand shared culture to enrich the batik repertoire in both countries","volume":"22","author":"Rismantojo","year":"2023","journal-title":"TEXTILE"},{"key":"ref_40","first-page":"1","article-title":"The Virtual Museum: An overview of its origins, concepts, and terminology","volume":"4","author":"Schweibenz","year":"2019","journal-title":"Mus. Rev."},{"key":"ref_41","doi-asserted-by":"crossref","first-page":"1141","DOI":"10.1007\/s11423-018-9581-2","article-title":"A structural equation modeling investigation of the emotional value of immersive virtual reality in education","volume":"66","author":"Makransky","year":"2018","journal-title":"Educ. Technol. Res. Dev."},{"key":"ref_42","first-page":"1","article-title":"Development and User Experiences of a Novel Virtual Reality Task for Post-stroke Visuospatial Neglect: An Exploratory Pilot Study","volume":"1","author":"Danso","year":"2024","journal-title":"Hum.-Comput. Interact."},{"key":"ref_43","doi-asserted-by":"crossref","first-page":"91","DOI":"10.46338\/ijetae0822_12","article-title":"Virtual Reality Locomotion in Place for Virtual Museum Exhibitions of Culture Heritage: Comparing Joystick Controller, Point & Teleport and Arm Swinging","volume":"12","author":"Puritat","year":"2022","journal-title":"Int. J. Emerg. Technol. Adv. Eng."},{"key":"ref_44","doi-asserted-by":"crossref","unstructured":"Klock, A.C.T., Gasparini, I., Pimenta, M.S., and Hamari, J. (2020). Tailored gamification: A review of literature. Int. J. Hum.-Comput. Stud., 144.","DOI":"10.1016\/j.ijhcs.2020.102495"},{"key":"ref_45","unstructured":"Madsen, K.M. (2020). The Gamified Museum: A Critical Literature review and Discussion of Gamification in Museums. Gamescope: The Potential for Gamification in Digital and Analogue Places, Aalborg Universitetsforlag."},{"key":"ref_46","doi-asserted-by":"crossref","unstructured":"Nieto-Escamez, F.A., and Rold\u00e1n-Tapia, M.D. (2021). Gamification as Online Teaching Strategy During COVID-19: A Mini-Review. Front. Psychol., 12.","DOI":"10.3389\/fpsyg.2021.648552"},{"key":"ref_47","doi-asserted-by":"crossref","unstructured":"Tzima, S., Styliaras, G., and Bassounas, A. (2020). Revealing Hidden Local Cultural Heritage through a Serious Escape Game in Outdoor Settings. Information, 12.","DOI":"10.3390\/info12010010"},{"key":"ref_48","first-page":"25","article-title":"Museum Gamification Design using Story Elements","volume":"8","author":"Jeon","year":"2020","journal-title":"Int. J. Adv. Cult. Technol."},{"key":"ref_49","doi-asserted-by":"crossref","first-page":"612","DOI":"10.1080\/10447318.2022.2041909","article-title":"Gamification is Working, but Which One Exactly? Results from an Experiment with Four Game Design Elements","volume":"39","author":"Mazarakis","year":"2022","journal-title":"Int. J. Hum.-Comput. Interact."},{"key":"ref_50","doi-asserted-by":"crossref","unstructured":"Hallifax, S., Altmeyer, M., K\u00f6lln, K., Rauschenberger, M., and Nacke, L.E. (2023, January 23\u201328). From Points to Progression: A Scoping Review of Game Elements in Gamification Research with a Content Analysis of 280 Research Papers. Proceedings of the ACM on Human-Computer Interaction, Hamburg, Germany.","DOI":"10.1145\/3611048"},{"key":"ref_51","first-page":"245","article-title":"Identifying and Ranking the Factors that Affects the Effectiveness of Staff Training Based on Gamification","volume":"4","author":"Rastgar","year":"2022","journal-title":"J. Sustain. Hum. Resour. Manag."},{"key":"ref_52","doi-asserted-by":"crossref","unstructured":"Jahn, K., Kordyaka, B., Machulska, A., Eiler, T.J., Gruenewald, A., Klucken, T., Brueck, R., Gethmann, C.F., and Niehaves, B. (2021). Individualized gamification elements: The impact of avatar and feedback design on reuse intention. Comput. Hum. Behav., 119.","DOI":"10.1016\/j.chb.2021.106702"},{"key":"ref_53","doi-asserted-by":"crossref","first-page":"43","DOI":"10.1080\/10645578.2019.1605235","article-title":"Experimental and Quasi-Experimental Designs in Visitor Studies: A critical reflection on three projects","volume":"22","author":"Pattison","year":"2019","journal-title":"Visit. Stud."},{"key":"ref_54","doi-asserted-by":"crossref","first-page":"236","DOI":"10.1016\/j.ijinfomgt.2018.11.016","article-title":"A hedonic motivation model in virtual reality tourism: Comparing visitors and non-visitors","volume":"46","author":"Kim","year":"2019","journal-title":"Int. J. Inf. Manag."},{"key":"ref_55","doi-asserted-by":"crossref","first-page":"464","DOI":"10.1080\/13683500.2023.2165483","article-title":"The effects of virtual reality (VR) and augmented reality (AR) on senior tourists\u2019 experiential quality, perceived advantages, perceived enjoyment, and reuse intention","volume":"27","author":"Yu","year":"2023","journal-title":"Curr. Issues Tour."},{"key":"ref_56","doi-asserted-by":"crossref","first-page":"25","DOI":"10.1007\/s40558-023-00273-w","article-title":"Does familiarity with the attraction matter? Antecedents of satisfaction with virtual reality for heritage tourism","volume":"26","author":"Nam","year":"2023","journal-title":"Inf. Technol. Tour."},{"key":"ref_57","doi-asserted-by":"crossref","unstructured":"Xu, J., Liu, S., Yang, W., Fang, M., and Pan, Y. (2024). Beyond Reality: Exploring User Experiences in the Metaverse Art Exhibition Platform from an Integrated Perspective. Electronics, 13.","DOI":"10.3390\/electronics13061023"},{"key":"ref_58","doi-asserted-by":"crossref","unstructured":"Cheng, L., Xu, J., and Pan, Y. (2024). Investigating user experience of VR art exhibitions: The impact of immersion, satisfaction, and expectation confirmation. Informatics, 11.","DOI":"10.3390\/informatics11020030"},{"key":"ref_59","doi-asserted-by":"crossref","first-page":"105","DOI":"10.1016\/j.jhtm.2024.06.013","article-title":"Mindfulness and the psychological well-being of mountain tourists: Sequential mediating effects of spirituality and awe","volume":"60","author":"Tsaur","year":"2024","journal-title":"J. Hosp. Tour. Manag."},{"key":"ref_60","doi-asserted-by":"crossref","first-page":"651","DOI":"10.1177\/0047287516650937","article-title":"Experience, emotion, and eudaimonia: A consideration of tourist experiences and well-being","volume":"56","author":"Knobloch","year":"2016","journal-title":"J. Travel Res."},{"key":"ref_61","doi-asserted-by":"crossref","first-page":"412","DOI":"10.1177\/00472875211064631","article-title":"Would travel experiences or possessions make people happier?","volume":"62","author":"Yang","year":"2022","journal-title":"J. Travel Res."},{"key":"ref_62","doi-asserted-by":"crossref","unstructured":"Yang, W., Zhang, Y., and So, K.K.F. (2020). Tourism experiences vs. material purchases: Effects of eudaimonic consumption motive on consumers\u2019 reactions to invidious comparisons. Tour. Manag., 83.","DOI":"10.1016\/j.tourman.2020.104247"},{"key":"ref_63","doi-asserted-by":"crossref","unstructured":"Daniela, L. (2020). Virtual museums as learning agents. Sustainability, 12.","DOI":"10.3390\/su12072698"},{"key":"ref_64","doi-asserted-by":"crossref","first-page":"919","DOI":"10.1080\/1743873X.2024.2351852","article-title":"Comparison of gamified and non-gamified mixed reality in enhancing museum visitor engagement, motivation, and learning outcome","volume":"19","author":"Tongpaeng","year":"2024","journal-title":"J. Herit. Tour."},{"key":"ref_65","doi-asserted-by":"crossref","unstructured":"Huaman, E.M.R., Aceituno, R.G.A., and Sharhorodska, O. (2019). Application of virtual reality and gamification in the teaching of art history. Lecture Notes in Computer Science, Springer.","DOI":"10.1007\/978-3-030-21817-1_17"},{"key":"ref_66","doi-asserted-by":"crossref","unstructured":"Weng, Y., Shen, T., Chen, S., and Xiao, B. (2019). Gamification in Local Intangible Cultural Heritage Museums for Children: A case design. Lecture Notes in Computer Science, Springer.","DOI":"10.1007\/978-3-030-23538-3_18"},{"key":"ref_67","doi-asserted-by":"crossref","unstructured":"(2018). Implementation of gamification to improve learning in museum. J. Eng. Sci. Res., 2, 71\u201376.","DOI":"10.26666\/rmp.jesr.2018.1.11"},{"key":"ref_68","doi-asserted-by":"crossref","unstructured":"Shavab, O.A.K., Yulifar, L., Supriatna, N., and Mulyana, A. (2021, January 9\u201310). Gamification in History Learning: A Literature review. Proceedings of the 6th International Conference on Education & Social Sciences (ICESS 2021), Online.","DOI":"10.2991\/assehr.k.210918.047"},{"key":"ref_69","doi-asserted-by":"crossref","unstructured":"Cao, Y., Gong, S.-Y., Wang, Y.-Q., Zheng, Q., and Wang, Z. (2022). How to provide competitors in educational gamification: The roles of competitor level and autonomous choice. Comput. Hum. Behav., 138.","DOI":"10.1016\/j.chb.2022.107477"},{"key":"ref_70","doi-asserted-by":"crossref","first-page":"1","DOI":"10.1145\/3350427","article-title":"Situated tangible gamification of heritage for supporting collaborative learning of young museum visitors","volume":"13","author":"Nofal","year":"2020","journal-title":"J. Comput. Cult. Herit."},{"key":"ref_71","doi-asserted-by":"crossref","unstructured":"L\u00f3pez-Mart\u00ednez, A., Carrera, \u00c1., and Iglesias, C.A. (2020). Empowering museum experiences applying gamification techniques based on linked data and smart objects. Appl. Sci., 10.","DOI":"10.3390\/app10165419"},{"key":"ref_72","doi-asserted-by":"crossref","first-page":"317","DOI":"10.1108\/IJTC-07-2019-0100","article-title":"Could gamification improve visitors\u2019 engagement?","volume":"6","year":"2019","journal-title":"Int. J. Tour. Cities"},{"key":"ref_73","doi-asserted-by":"crossref","first-page":"1870","DOI":"10.3390\/heritage7040089","article-title":"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","volume":"7","author":"Chernbumroong","year":"2024","journal-title":"Heritage"}],"container-title":["Informatics"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/www.mdpi.com\/2227-9709\/12\/1\/27\/pdf","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,10,9]],"date-time":"2025-10-09T16:46:13Z","timestamp":1760028373000},"score":1,"resource":{"primary":{"URL":"https:\/\/www.mdpi.com\/2227-9709\/12\/1\/27"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2025,3,3]]},"references-count":73,"journal-issue":{"issue":"1","published-online":{"date-parts":[[2025,3]]}},"alternative-id":["informatics12010027"],"URL":"https:\/\/doi.org\/10.3390\/informatics12010027","relation":{},"ISSN":["2227-9709"],"issn-type":[{"value":"2227-9709","type":"electronic"}],"subject":[],"published":{"date-parts":[[2025,3,3]]}}}