The metaverse has gained popularity recently in many areas including social media, healthcare, education and manufacturing. This work explores the use of the metaverse concept for cultural heritage applications. The motivation is to develop a systematic approach for the construction of a cultural heritage metaverse and to offer, potentially, more effective solutions for tourism guidance, site maintenance, heritage object conservation, etc. We propose a framework for this cultural heritage metaverse with an emphasis on fundamental elements and on characterization of the mapping between the physical and virtual cultural heritage worlds. Efforts are made to analyze the dimensional structures of the cultural heritage metaverse. Specifically, five different dimensions, linearity, planarity, space, time and context, are discussed to better understand this metaverse. The proposed framework and methodology are novel and can be applied to the digitalization of cultural heritage via its metaverse development. This is followed by a detailed case study to illustrate the tangible procedure, constructing a cultural heritage metaverse with a complex and dynamic nature which can be used for different applications, including heritage conservation.
In recent years, research and applications related to the metaverse have garnered widespread attention in the field of online education. However, enhancing user experiences in metaverse learning remains a challenging issue. This study aims to explore how gamification enhances the metaverse learning experience by boosting learning motivation. In the first phase of the research, the relationship between gamification, learning motivation, and user learning satisfaction was examined. The results indicated higher user satisfaction with gamified metaverse learning experiences, with intrinsic and external regulations serving as mediating factors between gamification and learning satisfaction. In the second phase of the study, the five elements of gamification (challenge, reward, feedback, PBL, social interaction) were further validated for their role in enhancing learning motivation and, consequently, improving learning satisfaction. Notably, the rewarding element emerged as the most significant factor. These research findings hold practical significance for providers of metaverse learning experiences and the application of gamification in metaverse learning. They provide valuable insights for future research and practical implementation in this evolving field.
With the advancement of immersive technologies, metaverse museum exhibitions have become an increasingly important medium through which audiences access cultural content and experience artistic works. This study aims to identify the key factors influencing visitors’ processual experiences in metaverse museum exhibitions and to explore how these factors collectively contribute to the formation of satisfaction with the visiting experience. Adopting an interdisciplinary theoretical perspective, the study integrates the Experience Economy theory with the Stimulus–Organism–Response (SOR) model to construct a systematic theoretical framework. This framework reveals how exhibition-related stimuli affect visitors’ behavioral intentions through psychological response pathways. Specifically, perceived educational appeal, interactive entertainment, escapist experience, and perceived visual aesthetics are defined as stimulus variables, while psychological immersion, emotional trigger, and cognitive engagement are introduced as organismic variables to explain their effects on satisfaction with the visiting experience and social sharing intention as response variables. Based on 507 valid responses, Partial Least Squares Structural Equation Modeling (PLS-SEM) was employed for empirical analysis. The results indicate that interactive entertainment and escapist experience have significant positive effects on psychological responses, serving as key drivers of deep visitor engagement. Emotional Trigger acts as a significant mediator between exhibition stimuli and satisfaction with the visiting experience, which in turn significantly predicts social sharing intention. In contrast, perceived educational appeal and perceived visual aesthetics exhibit weaker impacts at the cognitive and behavioral levels. This study not only identifies these weakened pathways but also proposes optimization strategies grounded in experiential construction and cognitive synergy, offering guidance for enhancing the educational function and deep experiential design of metaverse exhibitions. The findings validate the applicability of the Experience Economy theory and the SOR model in metaverse cultural contexts and deepen our understanding of the psychological mechanisms underlying immersive cultural experiences. This study further provides a pathway for shifting exhibition design from a “content-oriented” to an “experience-driven” approach, offering theoretical and practical insights into enhancing audience engagement and cultural communication effectiveness in metaverse museums.