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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
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URI: https://cronfa.swan.ac.uk/Record/cronfa70018
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last_indexed 2025-09-30T08:55:15Z
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spelling 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
author_id_str_mv cc05810f3465ddddd6814e131f4e9a79
author_id_fullname_str_mv cc05810f3465ddddd6814e131f4e9a79_***_Leighton Evans
author Leighton Evans
author2 Zhennuo Song
Thomas William Whyke
Xiaolin Sun
Leighton Evans
format Journal article
container_title Digital Applications in Archaeology and Cultural Heritage
container_volume 38
container_start_page e00444
publishDate 2025
institution Swansea University
issn 2212-0548
doi_str_mv 10.1016/j.daach.2025.e00444
publisher Elsevier BV
college_str Faculty of Humanities and Social Sciences
hierarchytype
hierarchy_top_id facultyofhumanitiesandsocialsciences
hierarchy_top_title Faculty of Humanities and Social Sciences
hierarchy_parent_id facultyofhumanitiesandsocialsciences
hierarchy_parent_title Faculty of Humanities and Social Sciences
department_str School of Culture and Communication - Media, Communications, Journalism and PR{{{_:::_}}}Faculty of Humanities and Social Sciences{{{_:::_}}}School of Culture and Communication - Media, Communications, Journalism and PR
document_store_str 1
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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.
published_date 2025-09-01T10:07:58Z
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