Effects of Gamification and Immersive Technology on Museum Learning: A User-Centered Empirical Study
Authors
Faculty of Design and Architecture, University Putra Malaysia, Selangor (Malaysia)
The Design School, Taylor's University, Selangor (Malaysia)
Article Information
DOI: 10.47772/IJRISS.2026.10200350
Subject Category: Social science
Volume/Issue: 10/2 | Page No: 4771-4780
Publication Timeline
Submitted: 2026-02-25
Accepted: 2026-03-02
Published: 2026-03-10
Abstract
This study investigates the impact of gamification and immersive technologies on museum learning effectiveness from a user-centered perspective. A quantitative survey was conducted with 396 participants from the United Kingdom, China, and other countries. The measurement model included three constructs: immersion, gamification, and perceived learning effectiveness. Reliability and regression analyses were performed to examine predictive relationships. The findings reveal that both immersion and gamification significantly enhance perceived learning effectiveness. Immersive technologies strengthen users’ sense of presence and realism, while gamification increases engagement through challenges and rewards. Together, these elements demonstrate a complementary effect in promoting cognitive and motivational aspects of informal learning. This study contributes to the literature by providing empirical evidence for an integrated evaluation approach to gamified immersive museum learning. The results offer practical implications for museum designers seeking to optimize educational impact through balanced experiential and motivational design strategies.
Keywords
Gamification;Immersive Technology;Museum Learning
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References
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