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A Survey of Immersive Technologies in Cultural Heritage Cover

Figures & Tables

Figure 1

Relationships between cultural heritage, immersive technologies and educational applications.

Figure 2

Yearly count of papers produced.

Table 1

Mapping research questions.

RESEARCH QUESTIONSMOTIVATION
Q1. How do immersive technologies shape visitor engagement, motivation and experiential interaction within archaeological parks?M1. Relevance and Applicability: This research question seeks to explore whether immersive technologies have the capacity to contribute to the field of archaeology and tourism, sparking interest in visitors and potential researchers.
Q2. In what ways do immersive technologies enable broader access, inclusivity and audience expansion in archaeological parks?M2. Contribution to the Academic Community: This research question seeks to deepen the literature on existing applications of immersive technologies in archaeological park tours and how they can be used in the democratization of heritage.
Q3. What impact do immersive technologies have on teaching cultural heritage to students?M3. Contribution to the Academic Community: This research question seeks to deepen the literature on existing applications of immersive technologies in archaeological park tours for educational purposes.
Q4. What gaps persist in the literature regarding the accessibility, inclusion and sustainability of these projects?M4. Knowledge Gaps: This project seeks to expand knowledge regarding pre-existing gaps in project sustainability.
Table 2

Main terms and their keywords for creating the search string.

RELATED TO METHODOLOGIESDigital storytelling; Gamification; Serios Games; Edutainment
RELATED TO TECHNOLOGIESVirtual Reality; Augmented Reality; Mixed Reality; Extended Reality; Artificial Intelligence
RELATED TO CONTEXTArchaeological Park; Museum; Cultural Heritage
Table 3

Inclusion and exclusion criteria applicable to research work.

INCLUSION CRITERIA
They apply gamification, digital storytelling, serious games or edutainment as central methodologies.
They use immersive technologies.
They are implemented in heritage-related and archaeological. Including but not limited to archaeological parks, open-air museums or urban historical spaces.
They involve real-world applications with documented user interaction, evaluation or deployment.
They are published in peer-reviewed journals.
They are written in English, Spanish or Italian.
They were published between 2020 and 2025.
EXCLUSION CRITERIA
They lack practical implementation, such as purely theoretical proposals, conceptual frameworks without case studies or speculative designs without user engagement.
They do not provide sufficient methodological information for evaluation.
Works that do not focus on cultural heritage as a primary domain.
Papers that describe commercial products without scientific analysis.
Duplicated studies or extended versions of previously included works.
Are not accessible in full text.
Figure 3

Paper selection process - PRISMA.

Figure 4

Frequency of technologies used in the papers analyzed.

IDSOURCETITLETECHNOLOGYAPPLICATION
P1(Ceccacci et al. 2025)Co-designing a Virtual Museum Application with a Haptic Interface Involving People with Vision Impairments and BlindnessVRVirtual Reality for museums, aimed to people with vision impairments
P2(Aricò et al. 2024)Three-Dimensional Documentation and Virtual Web Navigation System for the Indoor and Outdoor Exploration of a Complex Cultural Heritage Site3D digitalization3D reconstruction of “Santa Maria della Grotta” for virtual tour
P3(Bonacini and Giaccone 2022)Gamification and cultural institutions in cultural heritage promotion: a successful example from ItalyVideo gameMi Rasna, a serious game on the Etruscan society
P4(Bontchev et al. 2022)“Let Us Save Venice”—An Educational Online Maze Game for Climate ResilienceVideo gameApplication of the serious game “Let us save Venice” to raising awareness to climate resilience and built heritage sustainability
P5(Capecchi et al. 2024)Augmented reality and serious game to engage the alpha generation in urban cultural heritageAR, Video gameApplication of AR based on a serious game (treasure hunt) and GPS-based app aimed to children to enhance cultural heritage appreciation, in Village of Caldana
P6(Casillo et al. 2024)Serious Gaming for Cultural Heritage: the case study of the Domus of Abellinum3D digitalization, Video gameApplication 3D model of scanned Abellinum Archaeological Park in Atripalda, to a serious game “Exploring Abelli-num”
P7(Cerreta et al. 2021)Triggering Active Communities for Cultural Creative Cities: The “Hack the City” Play ReCH Mission in the Salerno Historic
Centre (Italy)
AppMobile app that applies gamification to enhance the appreciation of Salerno historic centre
P8(Clini et al. 2025)Inclusive Museum Engagement: Multisensory Storytelling of Cagli Warriors’ Journey and the Via Flamina Landscape Through Interactive Tactile Experiences and Digital Replicas3D digitalization, AppMultisensory storytelling applied on a video, an app and the 3D impression based on the 3D digital version of the bronze statuettes at Via Flaminia Museum in Cagli
P9(Clini etal. 2023)From point cloud data to HBIM for public performance spaces knowledge, management and storytelling: Palazzo Olivieri in Pesaro3D digitalization, AR, VRAn HBIM was used to generate AR and VR experiences of Palazzo Olivieri-Machirelli in Pesaro
P10(Wang et al. 2025a)Adopting AR wayfinding in heritage tourism: extending the UTAUT in cultural contextsARApplication of AR wayfinding systems in open historic districts in China
P11(Fazendaet al. 2025)A sailing simulator for the revival of the Tagus River nautical heritage3D digitalization, Other (simulator)A simulator that recreates how Tagus River sailboats use to sail
P12(Hu 2025)AI-curated soundscapes: spatial reconfiguration of intangible cultural heritage music in urban ChinaAIApplication of AI to redistribute and enhance appreciation of intangible cultural heritage
P13(Amore et al. 2025)The Paleontological Heritage as a Mean for Territorial Revitalization: Innovative Communication Modalities for Pietraroja Site (Southern Italy)AR, MR, VRAR, MR and VR technologies aimed to create digital spaces where visitors can explore the site and understand its cultural value in Pietraroja paleontological site
P14(Fiorenzaet al. 2025)Designing accessible museum experiences in virtual reality for individuals with Autism Spectrum DisorderVRVirtual visits using VR specifically suited to the needs of individuals with ASD, providing accessible experiences
P15(Gaspari et al. 2024)An Open-Source Web Platform for 3D Documentation and Storytelling of Hidden Cultural Heritage3D digitalization, AppReplicable model to explore de 3D reconstruction of Farnese Castle in Piacenza also aimed to provide digital documentation and technical accessibility
P16(Gonçalves, Dorsch and Figueiredo 2022)Digital Tourism: An Alternative View on Cultural Intangible Heritage and Sustainability in Tavira, PortugalAppAn app that integrates virtual routes through key locations that revolve around the cultural heritage of the Mediterranean diet in Tavira
P17(He and Tao 2025)Applied research on innovation and development of blue calico of Chinese intangible cultural heritage based on artificial intelligenceAIA program that applies AI-based style transfer to generate innovative blue calico designs, revitalizing traditional textile heritage for modern use in China
P18(Heath 2022)Game Engines and Playification at Pompeii and for Roman Art and Archaeology3D digitalizationAn interactive environment built on a cloud-based game engine that uses the House of the Faun in Pompeii as a playful platform for classroom discussion of ancient domestic spaces through edutainment
P19(Čejka, Zsíros and Liarokapis 2020)A hybrid augmented reality guide for underwater cultural heritage sitesARAn AR guide for divers that visualizes ancient underwater buildings in Baiae
P20(Zhang, Luo and Pan 2025)Design and evaluation of touch and touchless interfaces for interactive digital heritage experiencesMR, 3D digitalizationVirtual museum with touch and gesture interfaces to connect and interact with the museum’s heritage in China
P21(Kleftodimos, Moustaka and Evagelou 2023)Location-Based Augmented Reality for Cultural Heritage Education: Creating Educational, Gamified Location-Based AR Applications for the Prehistoric Lake Settlement of DispilioAR, GPS, AppTwo location-based augmented reality apps that use gamification and storytelling to teach cultural heritage at a prehistoric lake settlement of Dispilio
P22(Kyropoulou et al. 2025)A 3D geospatial platform and AI tour application for visualizing archaeological, analytical and conservation data: the case of the Vryokastro archaeological ensemble, Kythnos Island3D digitalization, AI, GPSAI-powered virtual tours, 3D geospatial visualization and archaeometric data to interpret and conserve the Vryokastro site in Kythnos island
P23(Lai, Tian and Zhang 2025)The impact of AI-generated technologies-driven digital cultural heritage platforms on users’ offline cultural participation intentionsAIA study of the Cloud Tour of Dunhuang platform that applies AI-driven analysis to show how online experiences influence offline participation, highlighting narrative design as a key driver and privacy risks as suppressors.
P24(Linchamps et al. 2025)Reconstructing the palaeoclimate of the Cradle of Humankind in South Africa over the last 3.5 million years using machine learning and mammalian fossil assemblagesAIA machine learning study using faunal data from the Cradle of Humankind to reconstruct past climates
P25(Manglis et al. 2021)Implementing multi-criteria analysis in the selection of auchs for the integration of digital technologies into the tourism offering: The case of medrydiveAR, VRA methodology from the MeDryDive project for selecting accessible underwater cultural heritage sites in the Mediterranean, promoted through dry dive experiences, serious games and AR/VR applications
P26(Mantzou, Bitsikas and Floros 2023)Enriching Cultural Heritage through the Integration of Art and Digital TechnologiesAppAn open-air, app-driven museum route from the PALIMPSEST project that integrates storytelling, interactive installations and community participation to reshape cultural heritage experiences in Ioannina
P27(Mauro et al. 2021)Cultural heritage and storytelling: didactic applications in Trieste with ESRI Story MapsAppESRI Story Maps used to create digital storytelling web apps on local cultural heritage, including the Bora wind and the Tram of Opicina.
P28(Nevola, Coles and Mosconi 2022)Hidden Florence revealed? Critical insights from the operation of an augmented reality app in a World Heritage CityAR, AppAR app that analyzes user engagement and challenges in using digital tools for managing overtourism at heritage destinations
P29(Pagano et al. 2020)ArkaeVision VR game: User experience research between real and virtual paestumVRThe ArkaeVision is a virtual tour that applies VR to recreate Paestum’s Temple of Hera II with immersive storytelling
P30(Liamruk et al. 2025)Development and evaluation of an augmented reality serious game to enhance 21st century skills in cultural tourismAR, Video gameKideClass an AR serious game that engages children and parents in cultural tourism through mini-games
P31(Pietroni et al. 2023)e-Archeo: A Pilot National Project to Valorize Italian Archaeological Parks through Digital and Virtual Reality Technologies3D digitalization, VR, MRThe e-Archeo promotes eight archaeological sites in Italy, combining scientific rigor with narrative storytelling. Outputs include a website, a 360° virtual tour app with VR multimedia and a podcast app dedicated to each site
P32(Ren 2025)Inheritance and protection of intangible cultural heritage in drama category based on AI human–computer interaction and digital technologyAIThe Heritage Transmission System for Drama Culture model applies neural networks to generate interactive, personalized content for traditional Chinese dramas
P33(Rizvic, Boskovic and Mijatovic 2025)Contribution of gameplay elements to the quality of user experience in war heritage virtual reality applicationsVR, Video gameThe Battle on Kozara is a serious game with VR application that recreates a WWII battle in Bosnia and Herzegovina, combining interactive digital storytelling with gameplay
P34(Sebastiani 2021)Digital artifacts and landscapes. Experimenting with placemaking at the impero project3D digitalization, ARAR/3D reconstructions, digital narratives and a dedicated website to engage communities to Etruscan and Roman heritage.
P35(Suiçmez et al. 2025)Artificial intelligence application for museum to experiential transformation of cultural heritage and learningAIA qualitative study on AI in museums that analyzes how applications enhance accessibility, interaction and cultural heritage preservation
P36(Vasic et al. 2024)3VR: Vice Versa Virtual Reality Algorithm to Track and Map User ExperienceVRThe “Vice Versa” VR tracking algorithm analyzes user behavior in the Virtual Museum of Ascoli Piceno, identifying regions of interest and patterns of interaction to guide design and future recommender systems
P37(Vosinakis et al. 2025)Designing and evaluating an immersive VR experience of a historic sailing ship in museum contextsVRA VR installation reconstructs a historic sailing ship for a museum exhibition
P38(Wang et al. 2025c)Can AI replace experts in the evaluation of cultural heritage? Based on the controlled experiments conducted on six architectural heritagesAIThis study evaluates AI’s ability to assess the conservation status of architectural heritage, showing that five mainstream models achieved expert-level performance in analyzing six sites in Kunming, China
P39(Yang et al. 2025)Artificial intelligence assists the identification and application of rural heritage wall surface damage in ZhejiangAIYOLOv8 deep learning model and a Raspberry Pi 5-based mobile system to detect and monitor damage in traditional dwelling walls of Zhejiang’s rural heritage
P40(Zhou et al. 2025)Fine-tuning diffusion model to generate new kite designs for the revitalization and innovation of intangible cultural heritageAIAn AI-based diffusion model, trained on a custom kite style dataset with a novel loss function, to generate new auspicious-themed kite designs, offering a technical pathway for revitalizing intangible cultural heritage
P41(Wu et al. 2025)KaiBiLi: gesture-based immersive virtual reality ceremony for traditional Chinese cultural activitiesVRA gesture-based VR application of the First Writing Ceremony for children
P42(Yujie, Haotian and Chi 2025)Kraak porcelain decorative pattern restoration using generative AI: a pilot studyAIA model enhanced with LoRA and ControlNet, trained on a custom Kraak porcelain image database, to generate and restore intricate Kaiguang patterns, offering a framework for digital preservation and innovation in cultural heritage
P43(Zhang, Shao and Li 2025)Play, watch, share: the dissemination of the cultural presence of games on video-based social mediaAIThis study analyzes Black Myth: Wukong as a cultural phenomenon, using interactive ritual theory and data from 462 Bilibili videos to build a dissemination model of digital cultural presence across player interactions
DOI: https://doi.org/10.5334/jcaa.274 | Journal eISSN: 2514-8362
Language: English
Page range: 329 - 347
Submitted on: Feb 23, 2026
Accepted on: Aug 9, 2026
Published on: Oct 1, 2026
Published by: Ubiquity Press
In partnership with: Paradigm Publishing Services

© 2026 Constanza Fiorella Duarte Petti, Annachiara Guerra, Angelo Lorusso, Michele Pellegrino, Domenico Santaniello, published by Ubiquity Press
This work is licensed under the Creative Commons Attribution 4.0 License.