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

Author:

Chernbumroong Suepphong1,Ariya Pakinee1,Yolthasart Suratchanee2,Wongwan Natchaya1,Intawong Kannikar3,Puritat Kitti4ORCID

Affiliation:

1. College of Arts, Media and Technology, Chiang Mai University, Chiang Mai 50200, Thailand

2. School of Tourism, Chiang Rai Rajabhat University, Chiang Rai 57100, Thailand

3. Faculty of Public Health, Chiang Mai University, Chiang Mai 50200, Thailand

4. Faculty of Humanities, Chiang Mai University, Chiang Mai 50200, Thailand

Abstract

Virtual reality (VR) is increasingly employed in various domains, notably enhancing learning and experiences in cultural heritage (CH). This study examines the effects of gamified and non-gamified VR experiences within virtual museum environments, highlighting the concept of a digital twin and its focus on cultural heritage. It explores how these VR modalities affect visitor motivation, engagement, and learning outcomes. For this purpose, two versions were developed: a gamified virtual reality version incorporating interactive gaming elements like achievements, profiles, leaderboards, and quizzes and a non-gamified virtual reality version devoid of these elements. This study, using an experimental design with 76 participants (38 in each group for the gamified and non-gamified experiences), leverages the Wieng Yong House Museum’s digital twin and its fabric collection to assess the educational and experiential quality of virtual museum visits. The findings indicate that while gamification significantly boosts the reward dimension of visitor engagement, its influence is most pronounced in the effort dimension of motivation; however, its impact on learning outcomes is less marked. These insights are instrumental for integrating VR and gamification into museum environments.

Funder

Chiang Mai University

Publisher

MDPI AG

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