The impact of extended reality technologies (XR) on the enhancement of cultural heritage experience: a bibliometrics analysis
Downloads
Pubblicato
Fascicolo
Sezione
Licenza
Copyright (c) 2025 Alice Fontana

Questo lavoro è fornito con la licenza Creative Commons Attribuzione - Condividi allo stesso modo 4.0.
La licenza adottata è la Creative Commons - Attribuzione/Condividi allo stesso modo. Ovvero, gli autori che pubblicano su questa rivista accettano le seguenti condizioni:
- Gli autori mantengono i diritti sulla loro opera e cedono alla rivista il diritto di prima pubblicazione dell'opera, contemporaneamente licenziata sotto una Licenza Creative Commons - Attribuzione che permette ad altri di condividere l'opera indicando la paternità intellettuale e la prima pubblicazione su questa rivista.
- Gli autori possono aderire ad altri accordi di licenza non esclusiva per la distribuzione della versione dell'opera pubblicata (es. depositarla in un archivio istituzionale o pubblicarla in una monografia), a patto di indicare che la prima pubblicazione è avvenuta su questa rivista.
- Gli autori possono diffondere la loro opera online (es. in repository istituzionali o nel loro sito web) prima e durante il processo di submission, poiché può portare a scambi produttivi e aumentare le citazioni dell'opera pubblicata.
DOI:
https://doi.org/10.13138/2039-2362/3863Abstract
In recent decades, Extended Reality (XR) technologies, including Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), have been increasingly adopted by cultural institutions to enhance heritage preservation and offer new modes of engagement. This shift has generated growing interest in international research, with a significant rise in publications over the past decade focusing on how visitors perceive and evaluate these technologies. This study presents a bibliometric analysis of academic literature from 1985 to 2024, using a PRISMA-based protocol to rigorously identify relevant studies. The aim was to map the development of research on the topic, identify key trends, and assess the methodologies used to evaluate the impact of immersive technologies on cultural experiences. The findings highlight four main areas of investigation: the role of XR in cultural tourism, its effect on visitor behavior, its contribution to learning processes, and the factors influencing its acceptance and adoption. In conclusion, the study identifies emerging research directions and underscores the need for further exploration of the long-term implications of XR in cultural heritage engagement.
Negli ultimi decenni, le tecnologie Extended Reality (XR), tra cui la Realtà Aumentata (AR), la Realtà Virtuale (VR) e la Realtà Mista (MR), sono state progressivamente adottate dalle istituzioni culturali per favorire la conservazione del patrimonio e offrire nuove modalità di fruizione. Questo cambiamento ha suscitato un crescente interesse nella ricerca accademica, con un notevole aumento delle pubblicazioni incentrate sulla percezione e valutazione di tali tecnologie da parte dei visitatori. Il presente studio propone un’analisi bibliometrica della letteratura accademica dal 1985 al 2024, utilizzando un protocollo di selezione basato sulle linee guida PRISMA al fine di garantire un’identificazione rigorosa degli studi rilevanti. L’obiettivo è quello di mappare l’evoluzione della ricerca accademica, individuare le principali tendenze e analizzare le metodologie impiegate per valutare l’impatto delle tecnologie immersive sulle esperienze culturali. I risultati evidenziano quattro principali ambiti di indagine: il ruolo della XR nel turismo culturale, il suo effetto sul comportamento dei visitatori, il contributo ai processi di apprendimento e i fattori che ne influenzano l’accettazione e l’adozione. In conclusione, lo studio individua nuove direzioni emergenti nella ricerca e sottolinea la necessità di approfondire le implicazioni a lungo termine dell’impiego della XR nella valorizzazione del patrimonio culturale.
Riferimenti bibliografici
Bae S., Jung T.H., Moorhouse N., Suh M., Kwon O. (2020), The Influence of Mixed Reality on Satisfaction and Brand Loyalty in Cultural Heritage Attractions: A Brand Equity Perspective, «Sustainability», 12, n. 7, 2956, <https://doi.org/10.3390/su12072956>.
Bakhshi H., Throsby C.D. (2010), Culture of innovation: An economic analysis of innovation in arts and cultural organisations, Research report, London: National Endowment for Science, Technology and the Arts (NESTA).
Beck J., Rainoldi M., Egger R. (2019), Virtual Reality in tourism: A state-of-the-art review, «Tourism Review», 74, n. 3, pp. 586-612, <https://doi.org/10.1108/TR-03-2017-0049>.
Bekele M.K., Pierdicca R., Frontoni E., Malinverni E.S., Gain J. (2018), A Survey of Augmented, Virtual, and Mixed Reality for Cultural Heritage, «Journal on Computing and Cultural Heritage», 11, n. 2, pp. 1-36, <https://doi.org/10.1145/3145534>.
Carrozzino M., Bergamasco M. (2010), Beyond virtual museums: Experiencing immersive Virtual Reality in real museums, «Journal of Cultural Heritage», 11, n. 4, pp. 452-458, <https://doi.org/10.1016/j.culher.2010.04.001>.
Cerquetti M., Sardanelli D., Ferrara C. (2024), Measuring museum sustainability within the framework of institutional theory: A dictionary-based content analysis of French and British National Museums’ annual reports, «Corporate Social Responsibility and Environmental Management», 31, n. 3, pp. 2260-2276, <https://doi.org/10.1002/csr.2689>.
Chang K.-E., Chang C.-T., Hou H.-T., Sung Y.-T., Chao H.-L., Lee C.-M. (2014), Development and behavioral pattern analysis of a mobile guide system with Augmented Reality for painting appreciation instruction in an art museum, «Computers & Education», n. 71, pp. 185-197, <https://doi.org/10.1016/j.compedu.2013.09.022>.
Cheng A., Ma D., Pan Y., Qian H. (2024), Enhancing Museum Visiting Experience: Investigating the Relationships Between Augmented Reality Quality, Immersion, and TAM Using PLS-SEM, «International Journal of Human–Computer Interaction», 40, n. 17, pp. 4521-4532, <https://doi.org/10.1080/10447318.2023.2227832>.
Ch’ng E., Cai S., Leow F.-T., Zhang T.E. (2019), Adoption and use of emerging cultural technologies in China’s museums, «Journal of Cultural Heritage», n. 37, pp. 170-180, <https://doi.org/10.1016/j.culher.2018.11.016>.
Chung N., Han H., Joun Y. (2015), Tourists’ intention to visit a destination: The role of Augmented Reality (AR) application for a heritage site, «Computers in Human Behavior», n. 50, pp. 588-599, <https://doi.org/10.1016/j.chb.2015.02.068>.
Chung N., Lee H., Kim J.-Y., Koo C. (2018), The Role of Augmented Reality for Experience-Influenced Environments: The Case of Cultural Heritage Tourism in Korea, «Journal of Travel Research», 57, n. 5, pp. 627-643, <https://doi.org/10.1177/0047287517708255>.
Davis F.D. (1989), Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology, «MIS Quarterly», 13, n. 3, pp. 319-340, <https://doi.org/10.2307/249008>.
Deng X., Unnava H.R., Lee H. (2019), “Too true to be good?” when Virtual Reality decreases interest in actual reality, «Journal of Business Research», n. 100, pp. 561-570, <https://doi.org/10.1016/j.jbusres.2018.11.008>.
Donthu N., Kumar S., Mukherjee D., Pandey N., Lim W.M. (2021), How to conduct a bibliometric analysis: An overview and guidelines, «Journal of Business Research», n. 133, pp. 285-296, <https://doi.org/10.1016/j.jbusres.2021.04.070>.
EMISSIVE (2024), Virtual Reality and cultural venues: A winning combination, Whitepaper, <https://www.emissive.fr/fr/downloads/>, 20.03.2024.
Errichiello L., Micera R., Atzeni M., Del Chiappa G. (2019), Exploring the implications of wearable Virtual Reality technology for museum visitors’ experience: A cluster analysis, «International Journal of Tourism Research», 21, n. 5, pp. 590-605, <https://doi.org/10.1002/jtr.2283>.
Fast-Berglund Å., Gong L., Li D. (2018), Testing and validating Extended Reality (xR) technologies in manufacturing, «Procedia Manufacturing», n. 25, pp. 31-38, <https://doi.org/10.1016/j.promfg.2018.06.054>.
Gans J., Nagaraj A. (2023), The Economics of Augmented and Virtual Reality, arXiv:2305.16872, <https://doi.org/10.48550/arXiv.2305.16872>, 09.02.2024.
Golinelli G.M. (2015), Cultural Heritage and Value Creation: Towards New Pathways, Cham: Springer, <https://doi.org/10.1007/978-3-319-08527-2>.
González-Rodríguez M.R., Díaz-Fernández M.C., Pino-Mejías M.Á. (2020), The impact of Virtual Reality technology on tourists’ experience: A textual data analysis, «Soft Computing», 24, n. 18, pp. 13879-13892, <https://doi.org/10.1007/s00500-020-04883-y>.
Han S., Yoon J.-H., Kwon J. (2021), Impact of Experiential Value of Augmented Reality: The Context of Heritage Tourism, «Sustainability», 13, n. 8, 4147, <https://doi.org/10.3390/su13084147>.
He Z., Wu L., Li X. (2018), When art meets tech: The role of Augmented Reality in enhancing museum experiences and purchase intentions, «Tourism Management», n. 68, pp. 127-139, <https://doi.org/10.1016/j.tourman.2018.03.003>.
Hwang K., tom Dieck M.C., Jung T., Kwon O. (2023), The influence of Virtual Reality on the experience of religious cultural heritage content, «Internet Research», <https://doi.org/10.1108/INTR-08-2022-0669>.
ICOM France (2023), Les musées face à leurs responsabilités sociales et environnementales: Vers un modèle éthique et durable, Publication on online debates, <https://bit.ly/4bdJ4xW>, 18.08.2024.
Jiang S., Moyle B., Yung R., Tao L., Scott N. (2023), Augmented Reality and the enhancement of memorable tourism experiences at heritage sites, «Current Issues in Tourism», 26, n. 2, pp. 242-257, <https://doi.org/10.1080/13683500.2022.2026303>.
Jung T.H., Lee H., Chung N., tom Dieck M.C. (2018), Cross-cultural differences in adopting mobile Augmented Reality at cultural heritage tourism sites, «International Journal of Contemporary Hospitality Management», 30, n. 3, pp. 1621-1645, <https://doi.org/10.1108/IJCHM-02-2017-0084>.
Jung T., tom Dieck M.C., Lee H., Chung N. (2020), Moderating Role of Long-Term Orientation on Augmented Reality Adoption, «International Journal of Human–Computer Interaction», 36, n. 3, pp. 239-250, <https://doi.org/10.1080/10447318.2019.1630933>.
Lazzeretti L., Capone F., Innocenti N. (2018), The rise of cultural and creative industries in creative economy research: A bibliometric analysis, in Creative Industries and Entrepreneurship, edited by L. Lazzeretti, M. Vecco, Cheltenham: Edward Elgar Publishing, <https://doi.org/10.4337/9781786435927.00007>.
Leopardi A., Ceccacci S., Mengoni M., Naspetti S., Gambelli D., Ozturk E., Zanoli R. (2021), X-reality technologies for museums: A comparative evaluation based on presence and visitors experience through user studies, «Journal of Cultural Heritage», n. 47, pp. 188-198, <https://doi.org/10.1016/j.culher.2020.10.005>.
Li J., Wider W., Ochiai Y., Fauzi M.A. (2023), A bibliometric analysis of immersive technology in museum exhibitions: Exploring user experience, «Frontiers in Virtual Reality», n. 4, 1240562, <https://doi.org/10.3389/frvir.2023.1240562>.
Li X.-Z., Chen C.-C., Kang X., Kang J. (2022), Research on Relevant Dimensions of Tourism Experience of Intangible Cultural Heritage Lantern Festival: Integrating Generic Learning Outcomes with the Technology Acceptance Model, «Frontiers in Psychology», n. 13, 943277, <https://doi.org/10.3389/fpsyg.2022.943277>.
Lo Turco M., Giovannini E.C. (2020), Towards a phygital heritage approach for museum collection, «Journal of Archaeological Science: Reports», n. 34, 102639, <https://doi.org/10.1016/j.jasrep.2020.102639>.
Marasco A., Buonincontri P., van Niekerk M., Orlowski M., Okumus F. (2018), Exploring the role of next-generation virtual technologies in destination marketing, «Journal of Destination Marketing & Management», n. 9, pp. 138-148, <https://doi.org/10.1016/j.jdmm.2017.12.002>.
Mayer R.E. (2005), The Cambridge Handbook of Multimedia Learning, Cambridge: Cambridge University Press.
Milgram P., Takemura H., Utsumi A., Kishino F. (1995), Augmented Reality: A class of displays on the reality-virtuality continuum, Proceedings Volume 2351, Telemanipulator and Telepresence Technologies, Boston, MA, <https://doi.org/10.1117/12.197321>.
Moher D., Liberati A., Tetzlaff J., Altman D.G., The PRISMA Group (2009), Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement, «PLoS Medicine», 6, n. 7, e1000097, <https://doi.org/10.1371/journal.pmed.1000097>.
Montella M. (2009), Valore e valorizzazione del patrimonio culturale storico, Milano: Electa.
Moorhouse N., tom Dieck M.C., Jung T. (2019), An experiential view to children learning in museums with Augmented Reality, «Museum Management and Curatorship», 34, n. 4, pp. 402-418, <https://doi.org/10.1080/09647775.2019.1578991>.
Museum Booster (2021), Museum Innovation Barometer, Report, <https://www.museumbooster.com/mib>, 23.02.2025.
Nechita F., Rezeanu C.-I. (2019), Augmenting Museum Communication Services to Create Young Audiences, «Sustainability», 11, n. 20, 5830, <https://doi.org/10.3390/su11205830>.
NESTA, i2 Media Research (2018), Evaluating Immersive User Experience and Audience Impact, Research Report, <https://iuk.immersivetechnetwork.org/wp-content/uploads/2018/07/Evaluating_Immersive_User_Experience_and_Audience_Impact.pdf>, 12.11.2024.
Novelab, Tiny Planets, Coopérative Carbone (2024), Cas d’Étude pour un Immersif Responsable, <https://drive.google.com/file/d/1uKPE_kbqiCEzeOQmRtuLSELEfn7mXSOG/view>, 05.03.2024.
Olya H., Jung T.H., tom Dieck M.C., Ryu K. (2020), Engaging visitors of science festivals using Augmented Reality: Asymmetrical modelling, «International Journal of Contemporary Hospitality Management», 32, n. 2, pp. 769-796, <https://doi.org/10.1108/IJCHM-10-2018-0820>.
Öztürk O., Kocaman R., Kanbach D.K. (2024), How to design bibliometric research: An overview and a framework proposal, «Review of Managerial Science», 18, n. 11, pp. 3333-3361, <https://doi.org/10.1007/s11846-024-00738-0>.
Pine B.J., Gilmore J.H. (1998), Welcome to the experience economy, «Harvard Business Review», 76, n. 4, pp. 97-105.
Pine B.J., Gilmore J.H. (1999), The experience economy: Work is theatre & every business a stage, Brighton, Massachusetts: Harvard Business School Press.
Pioletti A.M. (2024), Narrare il patrimonio locale valdostano: il progetto media, «Il capitale culturale. Studies on the Value of Cultural Heritage», n. 29, <https://doi.org/10.13138/2039-2362/3291>.
Potts J. (2014), New Technologies and Cultural Consumption, in Handbook of the Economics of Art and Culture (vol. 2), edited by V.A. Ginsburgh, D. Throsby, Amsterdam: Elsevier, vol. 2, pp. 215-231, <https://doi.org/10.1016/B978-0-444-53776-8.00009-X>.
Poulopoulos V., Wallace M. (2022), Digital Technologies and the Role of Data in Cultural Heritage: The Past, the Present, and the Future, «Big Data and Cognitive Computing», 6, n. 3, 73, <https://doi.org/10.3390/bdcc6030073>.
Pratisto E.H., Thompson N., Potdar V. (2023), Virtual Reality at a Prehistoric Museum: Exploring the Influence of System Quality and Personality on User Intentions, «Journal on Computing and Cultural Heritage», 16, n. 2, pp. 1-19, <https://doi.org/10.1145/3585425>.
Schofield G., Beale G., Beale N., Fell M., Hadley D., Hook J., Murphy D., Richards J., Thresh L. (2018), Viking VR: Designing a Virtual Reality Experience for a Museum, in Proceedings of the 2018 Designing Interactive Systems Conference, pp. 805-815, <https://doi.org/10.1145/3196709.3196714>.
Silva M., Teixeira L. (2022), Extended Reality (XR) Experiences in Museums for Cultural Heritage: A Systematic Review, in Intelligent Technologies for Interactive Entertainment, edited by Z. Lv, H. Song, Cham: Springer, vol. 429, pp. 58-79, <https://doi.org/10.1007/978-3-030-99188-3_5>.
Sommerauer P., Müller O. (2014), Augmented Reality in informal learning environments: A field experiment in a mathematics exhibition, «Computers & Education», n. 79, pp. 59-68; <https://doi.org/10.1016/j.compedu.2014.07.013>.
tom Dieck M.C., Jung T.H. (2017), Value of Augmented Reality at cultural heritage sites: A stakeholder approach, «Journal of Destination Marketing & Management», 6, n. 2, pp. 110-117, <https://doi.org/10.1016/j.jdmm.2017.03.002>.
tom Dieck M.C., Jung T.H., tom Dieck D. (2018), Enhancing art gallery visitors’ learning experience using wearable Augmented Reality: Generic learning outcomes perspective, «Current Issues in Tourism», 21, n. 17, pp. 2014-2034, <https://doi.org/10.1080/13683500.2016.1224818>.
Valeri A. (2018), Millennials e cultura nell’era digitale: Consumi e progettualità culturale tra presente e futuro, Venezia: Marsilio.
Venkatesh V., Morris M.G., Davis G.B., Davis F.D. (2003), User Acceptance of Information Technology: Toward a Unified View, «MIS Quarterly», 27, n. 3, pp. 425-478, <https://doi.org/10.2307/30036540>.
Venkatesh V., Thong J.Y.L., Xu X. (2012), Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology, «MIS Quarterly», 36, n. 1, pp. 157-178, <https://doi.org/10.2307/41410412>.
Wang J., Sun Y., Zhang L., Zhang S., Feng L., Morrison A.M. (2023), Effect of Display Methods on Intentions to Use Virtual Reality in Museum Tourism, «Journal of Travel Research», 63, n. 2, pp. 314-334, <https://doi.org/10.1177/00472875231164987>.
Wen X., Sotiriadis M., Shen S. (2023), Determining the Key Drivers for the Acceptance and Usage of AR and VR in Cultural Heritage Monuments, «Sustainability», 15, n. 5, Article 5, <https://doi.org/10.3390/su15054146>.
Zhou Y., Chen J., Wang M. (2022), A meta-analytic review on incorporating virtual and Augmented Reality in museum learning, «Educational Research Review», n. 36, 100454, <https://doi.org/10.1016/j.edurev.2022.100454>.
Zhu C., Io M.-U., Ngan H.F.B., Peralta R.L. (2023), Understanding Augmented Reality marketing in world cultural heritage site, the lens of authenticity perspective, «Journal of Vacation Marketing», 29, n. 2, pp. 242-255, <https://doi.org/10.1177/13567667221090990>.

