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A phenomenology study of transmedia museum storytelling and gamification through XR technologies

Zhennuo Song Orcid Logo, Thomas William Whyke Orcid Logo, Xiaolin Sun Orcid Logo, Leighton Evans Orcid Logo

Digital Applications in Archaeology and Cultural Heritage, Volume: 38, Start page: e00444

Swansea University Author: Leighton Evans Orcid Logo

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Abstract

This study investigates the integration of transmedia storytelling (TMS) within immersive extended reality (XR)-enhanced museum experiences, focusing on its potential to transform cultural engagement. Employing Heidegger's fourfold model as a theoretical foundation, along with the authors'...

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Published in: Digital Applications in Archaeology and Cultural Heritage
ISSN: 2212-0548
Published: Elsevier BV 2025
Online Access: Check full text

URI: https://cronfa.swan.ac.uk/Record/cronfa70018
Abstract: This study investigates the integration of transmedia storytelling (TMS) within immersive extended reality (XR)-enhanced museum experiences, focusing on its potential to transform cultural engagement. Employing Heidegger's fourfold model as a theoretical foundation, along with the authors' conceptual framework illustrating the synergy of fourfold elements in XR-enhanced museums, the research explores how interactive narratives align with the dimensions of Earth, sky, mortals and gods to create richer, more participatory museum experiences. Drawing on interviews with 27 experts from Asia, Europe, Canada and the United States, the study examines the challenges and opportunities of integrating TMS into museum practices. The research highlights the transformative potential of storytelling and interactive narratives to shift museum experiences from passive observation to active participation. This phenomenological orientation towards dynamic storytelling offers implications for designing richer, more engaging cultural heritage experiences and invites further inquiry into the role of TMS in the digital age.
Keywords: Transmedia storytelling; XR technologies; Digital cultural heritage; Gamification; Edutainment; Audience engagement
College: Faculty of Humanities and Social Sciences
Start Page: e00444