Video games and their design are complex in nature, given the variety of aspects and challenges to face and the different areas of expertise involved. Furthermore, serious games have an even tougher challenge, since the knowledge acquisition has the same importance and relevance as entertainment and pleasure for the players. Serious games in cultural heritage require additional effort to introduce immersivity and collaboration among players.This article introduces a framework, named FRACH, to conceive, design, and evaluate immersive and collaborative serious games in cultural heritage. In particular, FRACH provides a design framework with steps to follow during the whole process that is from the early design phase to the evaluation phase of a serious game.We assessed the efficacy of our framework, with a specific case study in cultural heritage, by implementing a section of a serious game namedHippocraticaCivitasGame, where players were allowed to visit the thermae of the historical site of San Pietro a Corte and Palazzo Fruscione in the city of Salerno, Italy, and to solve a given puzzle. Results of the game evaluation showed that the game was effective in terms of knowledge acquisition, the participants enjoyed the game, were highly involved in the immersive experience, and, finally, positively rated the idea of using the game for educational learning in the field of cultural heritage.
Today, virtual reality (VR) systems are widely available through low-cost devices such as Oculus Rift and HTC Vive. Although VR technology has so far been centered on entertainment, there is a growing interest from developers, technology companies, and consumers to evaluate it in a wider variety of contexts. This paper explores the effectiveness of visualizing and interacting with three-dimensional graphs in VR in comparison with the traditional approach. In particular, we present an empirical evaluation study for exploring and interacting with three-dimensional graphs using Oculus Rift and Leap Motion. We designed several interfaces exploiting the natural user interface in a VR environment and compared them with traditional mouse–keyboard and joypad configurations. Our evaluation suggests that, although these upcoming VR technologies are more challenging than more traditional ones, they facilitate user involvement during graph interaction and visualization tasks, given the enjoyable experience elicited when combining gesture-based interfaces and VR.