Descrição:
The research: Gamified XR Simulations for Architectural Cultural Heritage Education – A Systematic Literature Review
A - What the Study Is About
This study presents a Systematic Literature Review (SLR) examining how gamification combined with Extended Reality (XR) technologies (Virtual Reality, Augmented Reality, and Mixed Reality) has been applied in Architectural Cultural Heritage (ACH) education between 2015 and 2024.
The review analyzes 28 peer-reviewed publications retrieved from Scopus and Web of Science using the PRISMA protocol.
>Main Objectives of the Study
-The research investigates:
-The objectives behind gamified XR development in ACH.
-The target audiences.
-The most frequently used Game Mechanics.
-How architectural heritage data is captured and reconstructed.
-The software and programming languages used.
-The types of XR technologies and devices employed.
-The User Experience Evaluation Methods (UXEMs) used.
-The benefits and challenges reported.
Key Findings
1. Purpose of Gamified XR
-Primarily educational.
-XR mainly enhances immersion and realism.
-Most experiences are Serious Games
2. Target Audience
Museum visitors and tourists.
School and university students.
Some studies do not clearly define their audience.
3. Game Mechanics most frequent:
Challenges
Quests
Visual Storytelling
Narrative
Points and Rewards
Intrinsic motivation mechanics dominate (immersion, challenge, mastery).
4. 3D Reconstruction Methods
Most use 3D modeling.
Many combine technical drawings + point clouds.
Some use 360° photography instead of 3D models.
5. Software
Most used engines: Unity (11 studies), Unreal Engine (5 studies).
Most used modeling software: Blender.
JavaScript is the most cited programming language.
6. XR Technologies
VR slightly more frequent than AR.
HMDs (e.g., Oculus Rift, HTC Vive) are common.
Mobile devices dominate AR.
7. Evaluation Methods
Many studies lack detailed UX evaluation.
Frequently used instruments:
GUESS
GEQ
IMI
Questionnaires are the most common tool.
8. Benefits
Improved learning and knowledge retention
Greater engagement
Heritage promotion
Immersion
Challenges
Hardware/software limitations
Authenticity of reconstructed heritage
Financial constraints
Lack of methodological standardization
Final Contribution
The study proposes a framework for designing XR gamified simulations in ACH education, emphasizing four essential elements:
Game Mechanics
Devices
Software
User Experience Evaluation Methods
B - What the Data Represents
The Excel file is the structured dataset extracted from the 28 selected studies included in the systematic literature review.
It operationalizes the qualitative analysis into quantitative, classifiable data.
>The spreadsheet contains structured variables such as:
-Author and year
-Type of publication (journal, conference, book chapter)
-Case study location (country/continent)
-Gamification objectives
-XR objectives
-Target audience classification
-Game Mechanics (binary presence/absence)
-Motivational affordances (intrinsic/extrinsic categories)
-Data capture method (e.g., point cloud, drawings, photography)
-Software used (game engines, modeling tools, photogrammetry tools)
-Programming languages
-XR type (VR, AR, MR)
-Devices used (HMD, mobile, PC, etc.)
-Evaluation methods (UXEMs)
-Reported benefits
-Reported challenges
-Nature of the Dataset
>The dataset is:
-Primarily categorical and binary-coded (presence/absence of mechanics, technologies, etc.).
>Designed for:
-Bibliometric analysis
-Frequency distribution
-Cross-tabulation
-Visualization (graphs used in the paper)
-Motivational affordance classification
-It functions as the empirical backbone of the systematic review.
-Relationship Between the Two Files
-The Word document is the analytical narrative and interpretation.
>The Excel file is the structured extraction matrix that supports:
Tables
Figures
Quantitative summaries
Cross-analysis of variables.