Gamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage Learning

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 experie...

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Main Authors: Sumalee Sangamuang, Natchaya Wongwan, Kannikar Intawong, Songpon Khanchai, Kitti Puritat
Format: Article
Language:English
Published: MDPI AG 2025-03-01
Series:Informatics
Subjects:
Online Access:https://www.mdpi.com/2227-9709/12/1/27
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author Sumalee Sangamuang
Natchaya Wongwan
Kannikar Intawong
Songpon Khanchai
Kitti Puritat
author_facet Sumalee Sangamuang
Natchaya Wongwan
Kannikar Intawong
Songpon Khanchai
Kitti Puritat
author_sort Sumalee Sangamuang
collection DOAJ
description 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.
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institution Kabale University
issn 2227-9709
language English
publishDate 2025-03-01
publisher MDPI AG
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series Informatics
spelling doaj-art-43ba650018da4ede9d0879839cab78ec2025-08-20T03:43:16ZengMDPI AGInformatics2227-97092025-03-011212710.3390/informatics12010027Gamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage LearningSumalee Sangamuang0Natchaya Wongwan1Kannikar Intawong2Songpon Khanchai3Kitti Puritat4College of Art, Media and Technology, Chiang Mai University, Chiang Mai 50200, ThailandCollege of Art, Media and Technology, Chiang Mai University, Chiang Mai 50200, ThailandFaculty of Public Health, Chiang Mai University, Chiang Mai 50200, ThailandDepartment of Library and Information Science, Faculty of Humanities, Chiang Mai University, Chiang Mai 50200, ThailandDepartment of Library and Information Science, Faculty of Humanities, Chiang Mai University, Chiang Mai 50200, ThailandVirtual 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.https://www.mdpi.com/2227-9709/12/1/27virtual museumvirtual realitygamificationhedoniceudaimonicculture heritage
spellingShingle Sumalee Sangamuang
Natchaya Wongwan
Kannikar Intawong
Songpon Khanchai
Kitti Puritat
Gamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage Learning
Informatics
virtual museum
virtual reality
gamification
hedonic
eudaimonic
culture heritage
title Gamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage Learning
title_full Gamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage Learning
title_fullStr Gamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage Learning
title_full_unstemmed Gamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage Learning
title_short Gamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage Learning
title_sort gamification in virtual reality museums effects on hedonic and eudaimonic experiences in cultural heritage learning
topic virtual museum
virtual reality
gamification
hedonic
eudaimonic
culture heritage
url https://www.mdpi.com/2227-9709/12/1/27
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AT natchayawongwan gamificationinvirtualrealitymuseumseffectsonhedonicandeudaimonicexperiencesinculturalheritagelearning
AT kannikarintawong gamificationinvirtualrealitymuseumseffectsonhedonicandeudaimonicexperiencesinculturalheritagelearning
AT songponkhanchai gamificationinvirtualrealitymuseumseffectsonhedonicandeudaimonicexperiencesinculturalheritagelearning
AT kittipuritat gamificationinvirtualrealitymuseumseffectsonhedonicandeudaimonicexperiencesinculturalheritagelearning