Immersivity and Playability Evaluation of a Game Experience in Cultural Heritage

  • Roberto Andreoli
  • Angela Corolla
  • Armando Faggiano
  • Delfina MalandrinoEmail author
  • Donato Pirozzi
  • Mirta Ranaldi
  • Gianluca Santangelo
  • Vittorio Scarano
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10058)


The introduction in the market of head-mounted displays (HDMs), originally used for gaming, opens the door to a wide set of application fields that could benefit of characteristics, such as immersivity, presence as well as a high degree of realism. In the field of Cultural Heritage, an immersive virtual experience can enhance playfulness and involvement in the fruition of a cultural experience, by determining a more efficient knowledge absorption and retention of the learnt content.

In this work we introduce a prototype of a Serious Game in Cultural Heritage, named HippocraticaCivitasGame, designed and implemented to foster playfulness and learning effectiveness. We also performed an evaluation study to assess users’ perceived immersivity and playability, as well as the effectiveness when analyzing the acquired knowledge about the archaeological site structure and the proposed learning goal.


Virtual reality in cultural heritage Serious game technologies Evaluation 



This research was supported by the DATABENC (Distretto ad Alta Tecnologia per i Beni Culturali) project, REA NA-876990, Regione Campania, Italy. We would also like to thank all participants that took part at the study.


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Copyright information

© Springer International Publishing AG 2016

Authors and Affiliations

  • Roberto Andreoli
    • 1
  • Angela Corolla
    • 1
  • Armando Faggiano
    • 1
  • Delfina Malandrino
    • 1
    Email author
  • Donato Pirozzi
    • 1
  • Mirta Ranaldi
    • 1
  • Gianluca Santangelo
    • 1
  • Vittorio Scarano
    • 1
  1. 1.Department of Computer ScienceUniversity of SalernoFiscianoItaly

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