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ABSTRACT VR allows visitors to view artifacts in their former glory and experi-
This study explores the effectiveness of VR escape games as engag- ence virtual worlds [25]. They can interact with ancient cities, use
ing learning tools for archaeological venues. University students historical items, and witness excavation procedures [1, 3, 6, 12, 21].
participated in the study to assess their motivation and immersion In a VR application users feel more engaged and feel like they
while using a VR escape room game set in a real archaeological are part of the story presented to them. Museums have been using
venue. The game replicated the museum building in a virtual envi- storytelling techniques for many years, in order to introduce their
ronment and incorporated scanned artifacts as interactive objects. audience to the artifact’s origin and assist them in understanding
Participants solved riddles related to the artifacts, creating an im- its significance, by comparing its usage or story to examples of the
mersive and interactive storytelling experience. The study’s results modern era [5, 30]. This correlation can assist people, especially
were promising, showing that the VR escape room game success- younger ones, not only to understand the story that an artifact
fully motivated participants. The use of scanned artifacts and the may conceal but also it aims to facilitate their retention of the
realistic venue enhanced immersion. The findings highlight the knowledge imparted to them [36]. Numerous studies highlight the
potential of VR escape games for engaging students with archae- significance of incorporating storytelling techniques as a valuable
ological content and fostering motivation and understanding of strategy for venues to aid visitors in comprehending and engaging
artifacts. with the narrative being presented to them and these techniques
serve to make it easier for visitors to remember and connect with
CCS CONCEPTS the information conveyed [18, 23, 36].
Digital storytelling often involves audio guides, either through
• Applied computing → Interactive learning environments; •
visitor’s smartphones or provided tools, along with 3D reconstruc-
Human-centered computing → Human computer interaction
tions presented on monitors, often accompanied by a narrator and
(HCI).
subtitles for clarity [29, 35]. In VR technology, storytelling becomes
even more immersive, increasing user engagement and enhancing
KEYWORDS
learning outcomes, as observed in projects like Vicking VR and
Cultural heritage, Virtual reality, Visitor experience wickelman300 [4, 31]. Other projects, such as RelicVR, blend the
ACM Reference Format: physical and fictional worlds, allowing visitors to play virtual games
Jason Diakoumakos, Anastasios Theodoropoulos, and George Lepouras. and interact with real artifacts, creating an even more immersive
2023. Species’ Citadel’s Timeline: A Virtual Reality Experience in a periph- and dynamic experience [22].
eral Archaeological Museum. In 2nd International Conference of the ACM Another type of game, which gained popularity in the past years
Greek SIGCHI Chapter (CHIGREECE 2023), September 27–28, 2023, Athens,
as a tool to assist people’s educative procedure [7], is the Escape
Greece. ACM, New York, NY, USA, 9 pages. https://doi.org/10.1145/3609987.
Room games, where players are commonly locked in a room or
3610006
building, and they have to solve simple or complex riddles and
combine clues found in the area in order to manage their escape.
1 INTRODUCTION
These games, tend to attract interest and engage users since they
Virtual Reality (VR) technology’s popularity has surged over the have to actively participate in the plot and be the main character of
years, finding various applications, from games to educational con- the story. Furthermore, as these games necessitate users to apply
tent [15, 27]. Museums and archaeological venues have embraced their knowledge to accomplish their objectives, educational goals
this digital era, implementing VR experiences to make exhibits more can be attained in a more enjoyable manner, resulting in a deeper
immersive and appealing to users of all ages [32, 33]. Additionally, understanding of the subject matter [13, 26].
This study examines the effectiveness of VR escape games as
engaging learning tools for archaeological venues. These games
This work is licensed under a Creative Commons Attribution International offer immersive and interactive experiences, promoting critical
4.0 License. thinking and curiosity through historical artifact-related puzzles
CHIGREECE 2023, September 27–28, 2023, Athens, Greece and riddles. The gamified approach combines entertainment with
© 2023 Copyright held by the owner/author(s). education, making learning about the past enjoyable and enriching.
ACM ISBN 979-8-4007-0888-6/23/09. The study involved university students to assess their motivation
https://doi.org/10.1145/3609987.3610006
CHIGREECE 2023, September 27–28, 2023, Athens, Greece Diakoumakos, et al.
and immersion in a VR escape room game set in a real archaeo- about excavation procedures and artifact preservation challenges
logical venue. The game uses the museum building and scanned [6, 22]. VickingVR enhances history visualization with carefully
artifacts as objects in the virtual world, allowing users to assume crafted sound effects to evoke users’ emotions [31]. As technology
the main character’s role and learn about the artifacts’ stories and advances, even more possibilities will emerge.
significance by solving connected riddles, actively engaging them Storytelling techniques are essential in museums, as they engage
in the experience. and captivate visitors by turning exhibits into meaningful narratives.
The study highlights VR escape games’ potential as effective and These stories provide context and emotional connections to the
engaging learning tools for archaeology students. By utilizing VR’s artifacts, fostering deeper understanding and appreciation [18, 23,
immersive nature, these games enhance knowledge retention and 29]. By using storytelling, museums can communicate complex
motivation. The findings contribute to the growing literature on ideas and historical events in a relatable and accessible manner to
VR in education, emphasizing its benefits for archaeological venues. a diverse audience [10, 36].
Incorporating VR escape games can foster motivation, deepen un- Designing a VR app for archaeological venues presents chal-
derstanding of artifacts, and create memorable learning experiences. lenges in maintaining authenticity and accuracy, requiring exten-
The rest of this paper is structured as follows: Section 2 analyzes sive research and collaboration with archaeologists [14, 31]. Creat-
previous work on using virtual reality technologies in archaeolog- ing a visually realistic environment demands technical expertise
ical venues, highlighting the tools and challenges in each imple- and attention to detail, while balancing engagement and educa-
mentation. Section 3 introduces our implementation, the tools used, tional objectives [2, 9]. VR equipment costs and accommodating
and the final product, along with the design principles followed. users with varying abilities add further complexities [31]. Overcom-
Section 4 presents the results of our user study. In Section 5, we ing these hurdles necessitates collaboration between archaeologists,
discuss the findings, challenges, and opportunities noted in this historians, VR developers, and user experience designers to create
research. Finally, in Sections 6 and 7, we present future work and an informative and engaging app.
conclusions, respectively. Multiple VR applications can be found that are created in order
to enact a place’s history and culture. It is clear that VR provides
2 RELATED WORK opportunities for archaeological preservation by digitally docu-
menting fragile sites and artifacts, ensuring their conservation for
2.1 VR Experiences in Venues future generations. As VR technology continues to advance, archae-
Virtual reality (VR) has revolutionized the way archaeological ological venues have become increasingly dynamic and accessible,
venues engage with visitors, providing an immersive and educa- fostering a newfound appreciation for our shared human heritage.
tional experience like never before [40]. By harnessing the power
of VR technology, these venues transport visitors back in time,
enabling them to explore ancient civilizations and archaeological 2.2 Escape Rooms in Virtual Reality
sites in a remarkably realistic and interactive manner [33]. With VR Escape rooms are physical adventure games where players solve
headsets, users can virtually wander through long-lost cities, walk puzzles and challenges within a themed room to escape within
among ancient ruins, and visualize reconstructed historical envi- a time limit. These games test problem-solving, teamwork, and
ronments. The Azuchi Castle project, for instance, allows visitors to creativity under pressure. With unique storylines and themes like
wander around the old castle town of 1581, through an immersive prison breaks or detective investigations, players must find clues,
experience where the user is part of this virtually re-created city manipulate objects, and solve puzzles involving math, logic, and
[14]. Other projects focus on restoring ancient ruins on buildings, physical challenges. Escape rooms offer an immersive and interac-
bringing them to their former glory for the visitor to watch. A few tive experience, combining adventure, problem-solving, and sus-
of those projects include those implemented for the Mayan Ruins pense for mentally stimulating and enjoyable activities.
[17], as well as the Capitoline Museum in Rome [4]. Escape rooms have gained immense popularity, leading to vari-
Different projects create virtual experiences of present buildings, ous applications for educational purposes, such as learning labora-
allowing users to view important sites or construction areas from tory tools [37], physics knowledge acquisition [38], and enhancing
various perspectives, which may be challenging in real-life sce- general skills [39]. Creating virtual escape room games for educa-
narios. For example, the Victoria Theatre in Newcastle, Australia, tion offers the advantage of customization and portability, catering
offers a virtual tour that provides information about the building to specific goals and needs. VR technology further enhances the
and its modern history [1]. The Jahey castle in Belgium also offers educational experience by immersing users in scenarios otherwise
a VR experience during renovation, allowing users to explore parts impossible or dangerous to explore, like nuclear reactors, space,
of its interior and important exhibits [28]. Another VR app for the or historical eras. VR’s remarkable ability simulates inaccessible
"Museum of the Bruttians and the Sea" in Italy enables visitors to or hazardous environments, like nuclear reactors, without risk. In
witness artifacts in their original locations, expanding beyond the high-risk industries, VR offers safe training opportunities. It en-
museum’s physical boundaries [2]. ables space exploration, allowing users to float in space and explore
This technology offers visitors a firsthand experience of the celestial bodies. Additionally, VR allows virtual time travel to his-
past, bringing archaeological artifacts to life in ways traditional torical eras, immersing users in ancient civilizations for engaging
exhibits cannot [19]. Multiplayer games, like the virtual aircraft car- and educational learning experiences.
rier in China, promote socializing and learning about the exhibit’s In summary, VR grants users the ability to engage in situations
story [20]. Projects like RelicVR and VITA focus on educating users that would be impossible or excessively perilous in reality, whether
Species’ Citadel’s Timeline: A Virtual Reality Experience in a peripheral Archaeological Museum CHIGREECE 2023, September 27–28, 2023, Athens, Greece
it involves exploring the depths of a nuclear reactor, venturing as with Goddess Demeter or Athena. Inscriptions near the place of
into space, or delving into the past, VR offers a safe and immersive interest and relevant pillars guide users through the riddles, indicat-
experience that pushes the boundaries of what is achievable in the ing key points as described in the previous subsection. Riddles that
physical world. need simultaneous solving are grouped together if they occur in
the same room and overlap. Regarding the second category, users
3 IMPLMENTING SCT VR encounter more complex riddles requiring a deeper understanding
Our application had two main goals: (1) create an immersive and of the artifacts. Inscriptions describe the items and their form or
user-friendly game enjoyable for all age groups, regardless of prior origin story, guiding users to identify missing pieces scattered in
VR or Escape Room experience, and (2) highlight important aspects the area. Users must then place these pieces in the corresponding
of the museum’s artifacts, fostering curiosity for an actual visit. To artifact with the correct position and rotation. These riddles de-
achieve this, a three-step process is followed: Analyze, Design, and mand careful investigation and a combination of gathered clues,
Develop [8]. inscriptions, and user knowledge to solve.
The game’s riddles gradually increase in difficulty, starting with
simpler riddles to familiarize users with the mechanics and pro-
3.1 Analyse
gressing to more complex ones, requiring knowledge and gathering
We began by analyzing the target audience and selected suitable clues. Towards the end, players have more freedom to explore and
students interested in visiting the museum. To avoid potential VR- interact, creating a joyful experience. The conclusion shifts focus
induced dizziness, newcomers were gradually introduced to the to functional elements, escalating excitement for a satisfying end.
technology before full immersion. Collaborating with museum staff
and archaeologists, we studied and selected twelve artifacts based 3.3 Tools
on their historical significance and preservation status. A detailed
To bring our game to life, we used Unity3D, a versatile game devel-
historical analysis of each artifact, including their origin, usage,
opment platform. With Unity3D, we recreated the museum building
and importance, was compiled in Table 1.
and positioned virtual artifacts based on real scans for an authentic
experience. The level design closely resembles the actual venue,
3.2 Game Design and Riddles providing familiarity to users. The atmosphere is dark and spooky
The game aims to educate users through an immersive and inter- yet not overly unsettling for younger players. This approach rein-
active storytelling experience, where they assume the main char- forces visitors’ knowledge and assists them in solving riddles. With
acter’s role and learn about artifact stories, usage, and meaning. the environment set, we added riddles and corresponding object
To achieve this, the application introduces users gradually to the functionality to create the Escape Room game. Regarding hard-
main story and offers two modes catering to diverse player skill ware, we integrated the HTC Vive, a cutting-edge VR system, for
levels. The first mode presents more challenges for advanced play- an immersive gameplay experience. With precise tracking, intuitive
ers, while the second mode is designed for beginners, providing a controls, and exceptional immersion, the HTC Vive elevated the VR
brighter and easier-to-navigate environment. Appendix A shows experience for our players. Polished virtual artifacts and a realistic
screenshots of the game. museum building created a sense of being in the actual museum.
In this futuristic VR escape room game, players become intrepid The game’s story blends real museum elements and artifacts with
explorers in a world of ruins. They must journey to a small mu- fictional elements to captivate users’ interest.
seum in Greece to find the mystical artifact, Athena’s amulet, which
holds the power to control matter and create life. To acquire the 4 USER STUDY
amulet, players solve riddles inspired by ancient Greek mythology,
dedicated to different goddesses. This immersive experience com-
4.1 Participants
bines history, mythology, and adventure as players use their wit Five university students (4 males, 1 female) aged between 20 and
and ingenuity to secure the artifact and plan their escape. 22 years participated in this study. They were selected from two
Our goal was to help users learn about the museum’s artifacts departments and were familiar with VR technology. Participants
through the VR escape room game. We replicated the museum volunteered and were provided with detailed information about the
building in a virtual environment, incorporating scanned artifacts study’s objectives and procedures before joining. They were not
as interactive objects. Each artifact was connected to unique riddles compensated but understood their contribution to research on the
based on its actual backstory, narrated by museum experts. Solving effectiveness of VR escape games for cultural venues.
these riddles was essential for completing the virtual escape. The
riddles were designed to highlight the artifacts’ importance and 4.2 Procedure
spark curiosity, acting as an introduction to their stories, which The study involved a single session for each participant in a con-
users could further explore during an actual museum visit. Tables 2 trolled laboratory setting. They completed a pre-session question-
and 3 present the riddles for each artifact and their in-game objects. naire, providing demographic information and prior experience
Riddles are categorized as simple (S) or complex (C). Table 2 with VR and escape room games. The researcher introduced the
shows the riddles and actual artifacts in the simple category. These VR game, "Species’ Citadel’s Timeline VR (SCT VR)," explaining
riddles require users to search the playable area and find missing its connection to the real archaeological venue and artifacts. Par-
pieces. The items must be placed in their appropriate location to ticipants were instructed on navigation, object interaction, and
reconstruct the artifact or interact with it to gain specific powers, solving riddles using an HTC Vive Pro headset. They explored the
CHIGREECE 2023, September 27–28, 2023, Athens, Greece Diakoumakos, et al.
environment, interacted with artifacts, and used their knowledge 4.3 Metrics-Hypotheses
of archaeology to progress. After gameplay, participants engaged To capture the participants’ experiences and perceptions during the
in a semi-structured interview, sharing feedback and experiences VR escape room gameplay, the following qualitative metrics were
through open-ended questions. Concerns or difficulties encoun- employed: a) Motivation, b) Immersion, c) Learning Outcomes, and
tered during gameplay were addressed and clarified. d) User Experience. Relevant information is presented in table 4.
Species’ Citadel’s Timeline: A Virtual Reality Experience in a peripheral Archaeological Museum CHIGREECE 2023, September 27–28, 2023, Athens, Greece
Hades and Persephone 𝑆1 The tombstone is spawned randomly in the play area.
Tombstone The user must find it and place it in the respective pil-
lar by reading the relevant inscription describing the
tombstone’s story, referring to the two divinities.
Market Tombstone 𝑆2 The tombstone is separated into multiple parts that are
scattered along the play area. All pieces must be found
and placed in their respective position to reconstruct
the initial artifact and unravel a secret message used to
proceed to the next riddle.
Goddess Demeter Stat- 𝑆 3 The user have to react with the Goddess so that they are
uette gifted with Her powers to fight against the underworld’s
minions.
Goddess Athena Statue 𝑆4 The user have to react with the Goddess so that they
are gifted with the Gorgonio, which will protect them
against enemy forces.
Athlete and Mother 𝐶2 The mother is missing her dress, which is scattered in
Tombstone the play area. The user must find it and place it on the
tombstone in its respective manner.
Family Tombstone 𝐶2 The axe is missing from the tombstone. Relevant in-
scriptions provide clues to the user to find the missing
piece that highlights the family’s social status.
Young Girl Statue 𝐶2 Inscription highlights that every young child has its
toys, which as commonly engraved in the tombstones
and status. The girl’s toy is missing and the user has to
find it to reconstruct the artifact.
to envision the transformative impact it will have on our digital [20] Lu Li and Jian Zhou. 2016. Virtual reality technology based developmental de-
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ACKNOWLEDGMENTS 1 (2016).
We extend our thanks to the Archaeological Museum of Tripolis for [21] Peng Liu and Lan Lan. 2021. Museum as multisensorial site: story co-making
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University of Peloponnese, for providing the necessary equipment. licVR: A Virtual Reality Game for Active Exploration of Archaeological Relics. In
Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction
in Play (Virtual Event, Austria) (CHI PLAY ’21). Association for Computing Ma-
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Species’ Citadel’s Timeline: A Virtual Reality Experience in a peripheral Archaeological Museum CHIGREECE 2023, September 27–28, 2023, Athens, Greece