Journal article 361 views 224 downloads
A phenomenology study of transmedia museum storytelling and gamification through XR technologies
Digital Applications in Archaeology and Cultural Heritage, Volume: 38, Start page: e00444
Swansea University Author:
Leighton Evans
-
PDF | Accepted Manuscript
Author accepted manuscript document released under the terms of a Creative Commons CC-BY licence using the Swansea University Research Publications Policy (rights retention).
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DOI (Published version): 10.1016/j.daach.2025.e00444
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'...
| Published in: | Digital Applications in Archaeology and Cultural Heritage |
|---|---|
| ISSN: | 2212-0548 |
| Published: |
Elsevier BV
2025
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| Online Access: |
Check full text
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| URI: | https://cronfa.swan.ac.uk/Record/cronfa70018 |
| first_indexed |
2025-07-22T12:42:57Z |
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| last_indexed |
2025-09-30T08:55:15Z |
| id |
cronfa70018 |
| recordtype |
SURis |
| fullrecord |
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2025-09-29T15:43:57.4959160 v2 70018 2025-07-22 A phenomenology study of transmedia museum storytelling and gamification through XR technologies cc05810f3465ddddd6814e131f4e9a79 0000-0002-6875-6301 Leighton Evans Leighton Evans true false 2025-07-22 CACS 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. Journal Article Digital Applications in Archaeology and Cultural Heritage 38 e00444 Elsevier BV 2212-0548 Transmedia storytelling; XR technologies; Digital cultural heritage; Gamification; Edutainment; Audience engagement 1 9 2025 2025-09-01 10.1016/j.daach.2025.e00444 COLLEGE NANME Culture and Communications School COLLEGE CODE CACS Swansea University Not Required 2025-09-29T15:43:57.4959160 2025-07-22T13:36:57.8169182 Faculty of Humanities and Social Sciences School of Culture and Communication - Media, Communications, Journalism and PR Zhennuo Song 0000-0003-1053-7816 1 Thomas William Whyke 0000-0002-9771-3626 2 Xiaolin Sun 0000-0002-1082-2804 3 Leighton Evans 0000-0002-6875-6301 4 70018__35200__cf3ae14e8e814121accfca208b570f8f.pdf 70018.AAM.pdf 2025-09-29T15:40:54.7137554 Output 463052 application/pdf Accepted Manuscript true Author accepted manuscript document released under the terms of a Creative Commons CC-BY licence using the Swansea University Research Publications Policy (rights retention). true eng https://creativecommons.org/licenses/by/4.0/deed.en |
| title |
A phenomenology study of transmedia museum storytelling and gamification through XR technologies |
| spellingShingle |
A phenomenology study of transmedia museum storytelling and gamification through XR technologies Leighton Evans |
| title_short |
A phenomenology study of transmedia museum storytelling and gamification through XR technologies |
| title_full |
A phenomenology study of transmedia museum storytelling and gamification through XR technologies |
| title_fullStr |
A phenomenology study of transmedia museum storytelling and gamification through XR technologies |
| title_full_unstemmed |
A phenomenology study of transmedia museum storytelling and gamification through XR technologies |
| title_sort |
A phenomenology study of transmedia museum storytelling and gamification through XR technologies |
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cc05810f3465ddddd6814e131f4e9a79 |
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cc05810f3465ddddd6814e131f4e9a79_***_Leighton Evans |
| author |
Leighton Evans |
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Zhennuo Song Thomas William Whyke Xiaolin Sun Leighton Evans |
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Journal article |
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Digital Applications in Archaeology and Cultural Heritage |
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38 |
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e00444 |
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2025 |
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Swansea University |
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2212-0548 |
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10.1016/j.daach.2025.e00444 |
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Elsevier BV |
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Faculty of Humanities and Social Sciences |
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| description |
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. |
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2025-09-01T10:07:58Z |
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1850934274581069824 |
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11.364513 |

