Unlocking Digital Heritage: Empowering Older Adults Through Extended Reality in Wellbeing, Inclusion and Learning
Abstract
:1. Introduction
2. Materials and Methods
2.1. XR Technologies
2.2. Search Strategy
3. Main Results and Categorization
3.1. Results According to Categories of Surveyed Publications
3.2. Findings of Surveyed Publications in Accordance with Categories
3.3. Statistics Related to Surveyed Publications
4. Discussion
4.1. Older Populations Actively Shaping Digital Cultural Heritage Content
4.2. Enhancing Cultural Heritage Experiences for Older Adults: The Rising Market of Older Audiences for CH Sites
4.3. Virtual Tourism for Older Adults
4.4. Care Facilities and Cognitive Impairments
4.5. Enhancing Cultural Heritage Experiences for Older Adults
4.6. Culture-Related XR Applications for the Elderly
- User-centered design
- ⭘
- XR applications must prioritize accessibility and inclusivity.
- ⭘
- Design interfaces that consider the cognitive, sensory, and physical limitations of older adults.
- ⭘
- Ensure intuitive navigation, straightforward content presentation, and engaging experiences without overwhelming users.
- ⭘
- Consider the acceptance and comfort levels of older adults when using equipment. Engaging participants in the design and testing phases can help ensure these technologies are well-received and do not cause discomfort or resistance.
- Enhanced cognitive and emotional support
- ⭘
- XR has the potential to enhance the feeling of reminiscence and support cognitive functions.
- ⭘
- Provides virtual access to cultural heritage sites, particularly for those with mobility limitations or cognitive impairments.
- Ethical considerations
- ⭘
- Ensure informed consent takes into consideration potential physical or cognitive aspects and visual/hearing impairments.
- ⭘
- XR content must be designed to avoid psychological distress and maintain the wellbeing of older users.
- ⭘
- Balance the benefits of immersive technologies with the potential risks.
- ⭘
- Consider the dynamic and situated needs of the communities that older adults belong to, rather than focusing solely on their age-related characteristics.
4.7. The Relationship Between Cultural Heritage and Education: Learning Through XR Applications for and with Older Adults
4.8. User Profiles and Individual Characteristics of the Elderly Who Engage with Digital Heritage
5. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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Article | Methodology: Type of Technology/Methods Employed | Context: Characteristics of Users/Region | Specific Aim(s) |
---|---|---|---|
Dryjanska (2015) [10] | Creation of a documentary by filmmakers based on participants’ narrations. The resource created is adapted to support Virtual tourism/virtual reality and includes a virtual expert (a “virtual tourist” who functions as a guide). | 64 elders from neighborhoods close to the Vatican City. | To include local elders’ narrations to raise awareness of tourists about the destination and its recent past. |
Dibeltulo et al. (2020) [11] | Mixed-methods ethnographic approach based on the following: - Use of social media platforms. - Cross-generational activity involving Historypin, a digital, user-generated archive of crowdsourced historical material. - Creation of online virtual archive in collaboration with the older adults involved in the project; design of the virtual environment. | Italian cinemagoers of the 1950s willing to share their memories. The project focused on Rome and involved about 200 participants from Italy. | To ensure older adults can bridge the digital divide and engage with online cultural heritage through the creation of digital platforms in which the older generations are both curators and users. Promote engagement with online CH, inclusion, and connection of elders to the virtual world. |
Chou et al. (2022) [15] | This study presents (the design of) a virtual reality (VR) intergenerational game, based on glove puppetry, a traditional cultural pursuit of Taiwan. | Two groups of four younger (23 to 30) and four older participants (60 to 70). The purposeful sampling, aimed to select cases with rich information | To positively influence intergenerational relations and communication via VR game cultural elements, cultural heritage interaction, and technology learning. |
Dawson et al. (2011) [21] | The 3D simulations of objects and places in virtual reality: two types of 3D projection systems—a CAVE and a Portable Video Wall. | Indigenous people of America: nine Inuit Elders involved, from the Kivalliq District and Baffin Region of Nunavut; North Canada. | Foster users’ agency. To engage Indigenous peoples—and other traditional and descendant communities—in the practice of archaeological interpretation. |
Cassar and Avellino (2017) [22] | Guideline proposals for effective inclusion of elders in diverse CH-related resources, including online material. | Older visitors of online and actual heritage sites; focus on Malta. | Το study how seniors could be offered a more beneficial experience at heritage sites through interpreting and negotiating meanings about cultural content through which they have lived. |
Article | Methodology: Type of Technology/Methods Employed | Context: Characteristics of Users/Region | Specific Aim(s) |
---|---|---|---|
Traboulsi et al. (2018) [23] | Authors conduct semi-structured interviews before and after museum visits, with focus on evaluation of technological immersive devices (interactive touch screens and videos). Moreover, observations were made of the participants’ interaction with technological devices. | Older visitors of the Cagliari Archeological Museum, which underwent recently a major renovation with the inclusion of digital technologies onsite. | To answer fundamental questions on the perceived value of senior visitors in the context of cultural heritage sites by using immersive technologies and accordingly propose guidelines for stakeholders. |
Colomer and Erlingsson (2018) [24] | Short review paper | Elderly users. Region of research not applicable. | To highlight the role of cultural heritage activities and relevant experiences in promoting wellbeing. |
Alelis et al. (2015) [25] | This study examines how two target populations responded to seeing cultural heritage artifacts in three different modalities: augmented reality on a tablet, 3D models on a laptop, and then physical artifacts. | A total of 20 young adults (18–21 years) and 20 elderly (65 years and older). Sessions held at the University of Kent. The first eligible persons who responded were selected. | To provide an insight into the effectiveness of 3D artifacts viewed on personal devices and artifacts shown outside of the museum for encouraging emotional responses from older and younger people. |
Article | Methodology: Type of Technology/Methods Employed | Context: Characteristics of Users/Region | Specific Aim(s) |
---|---|---|---|
Yu et al. (2023) [26] | This study investigates the use of VR and AR in virtual tourism. It explores their attributes and effects on older adults’ experience, perceived advantages, enjoyment, and reuse intention using qualitative and quantitative methods. | Expert group (including researchers and professors), as well as adults aged 65 and older with virtual tourism experience or elders interested in it (Korean citizens). | To offer meaningful insights about the use of VR and AR in virtual tourism to effectively activate senior tourism. |
Lai et al. (2019) [27] | It focuses on older participants, assessing their responses to various VR applications through interviews and experimental trials. | Ten older adults from the Yijia aging community in Beijing with diverse social and educational backgrounds. | To explore the potential of virtual reality in meeting the entertainment and emotional needs of older adults within the context of virtual tourism. |
Kosti et al. (2024) [28] | Research on the development of an art-driven methodology that combined art and technology through AI and VR to create a social virtual space for older adults. The VR immersive environment incorporated elements inspired by real-world locations familiar to the older adults, such as the Greek Cycladic architecture. | Target group was comprised of ten (10) autonomous elders aged between 60 and 85 years living independently in Paris, France, with no health issues or mental illness. | To enhance the social engagement, cognitive stimulation, and emotional wellbeing of seniors by using immersive VR environments. To address issues of isolation and social interaction of the elderly by stimulating them intellectually, instigating further thoughts and communication. |
Fiocco et al. (2021) [29] | The study investigates the effects of immersive VR tourism on the psychosocial wellbeing of older adults in residential care settings. VR content was administered using the Samsung Gear VR headset, with Samsung Galaxy Note 7 mobile phones and Sony headphones. | A total of 18 participants from residential care homes in the Greater Toronto Area, Canada. | To evaluate both the immediate and longer-term benefits of VR tourism exposure on participants’ psychological and social wellbeing. |
tom Dieck et al. (2019) [30] | This study examines elderly tourists’ perceptions of VR as it links to the consumption of tourism experiences. VR application was performed using a Samsung Gear VR Headset. The virtual experience was showcased in 3 museum locations. | A total of 23 elderly visitors at the Geevor Tin Mine Museum in the UK. | To explore the impact of virtual reality on elderly tourists’ experiences and their specific requirements for its use in cultural heritage sites and to enhance their tourism experience. |
Article | Methodology: Type of Technology/Methods Employed | Context: Characteristics of Users/Region | Specific Aim(s) |
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Luyten et al. (2018) [31] | Interactive art installation called “VENSTER” in the form of a virtual window in the physical space, which transferred the users into various interactive scenes and experiences. Research protocol was set up as an observational explorative study. | A total of 35 nursing home residents with dementia. Location: South of Netherlands. | To investigate the participants’ responses to an interactive art installation and to assess if their responses vary with different types of content presented. |
Vishwanath (2023) [32] | The study employed a pop-up VR museum, a prototype VR application, which featured digital replicas of artifacts from the Design Museum in Helsinki, with the use of Oculus Quest 2 HMD. Evaluation was based on gameplay data analysis and questionnaires. | Tested with 254 users at the museum and taken to several elderly care homes. | The aim of this study is to understand how senior citizens engage with the Pop-up VR Museum based on their actions within the experience and self-evaluation |
Yi et al. (2024) [33] | Study of elders’ VR museum experience enhancement through user-centered design by utilizing methods such as surveys, questionnaires, interviews, and focus groups, alongside the KANO model and Analytic Hierarchy Process (AHP). | Older adults with cognitive disorders, study conducted in China. | To propose a theoretical model and design strategy leveraging VR immersive technologies and identify key design features through user studies to better deliver to the needs and experiences of this demographic group. |
Buele et al. (2023) [34] | The study presented a bibliometric analysis in which they reviewed the progression and trends in the use of virtual reality technology in elderly care over the last 20 years. | The study was conducted by analyzing 1622 articles from the Scopus database. | To identify areas of growing interest and application of VR in improving the lives of older adults, particularly in areas such as cognition and therapeutic exercise. |
Article | Methodology: Type of Technology/Methods Employed | Context: Characteristics of Users/Region | Specific Aim(s) |
---|---|---|---|
Ress and Cafaro (2021) [35] | Explored how immersive technologies can enhance historical interpretation at an open-air museum. | Visitors of open-air museum in New Harmony, Indiana, of which about half were above the age of 56. | To propose design guidelines for immersive technologies that can support historic interpretation—specifically, the visitor’s ability to experience the past. |
Partarakis et al. (2016) [36] | This paper provides a review of the current trends in the CH digitalization toward widening access to digital cultural exhibits. It includes interactive technologies, touch interfaces, AR, VR, and personalized museum guides using eye-tracking. | Review. | To provide a model for accessible CH-related multimodal applications that enhance visitor engagement and satisfaction and inclusion (of users with, e.g., visual impairments, cognitive limitations, and mobility issues). |
Mokatren et al. (2018) [37] | The study developed and evaluated a mobile museum visitor’s guide that uses an eye tracker as a pointing device. The Pupil-Dev mobile eye tracker was used as a positioning tool and for focus of attention detection, both using computer vision techniques. | Participants: 22 University students, at Haifa, Israel. | To highlight the potential of integrating eye tracking with other immersive technologies to create engaging and interactive museum environments. |
Moffat and Shapiro (2015) [38] | Study of a serious game with the use of affective, authentic materials such as voice recordings and historical photographs, as well as interactive storytelling and decision-making elements but without AR/VR technologies (web game with a simple graphical user interface). | Evaluation of a serious game on Holocaust created by authors, Glasgow, UK. | To explore the development and application of serious games for teaching and preserving CH, specifically through a case study focusing on the Holocaust. |
Jia et al. (2023) [39] | The study investigates how interactive and sensory affordances affect the adoption of digital heritage services. The authors employed immersive technologies, particularly VR, with use of VR glasses. | A total of 207 university students participated (44% men and 56% women, location: China) in the art-related experiment. | To assess the impact of immersive technologies, such as VR, on users’ experiences and perceptions. |
Caggianese et al. (2014) [40] | An interactive VR system was developed using Unity3D, accompanied by a preliminary usability evaluation of the interface, which revealed a significant difference in user experience between younger and older adults. | A total of 20 volunteers in 2 age-related groups. Location: Naples, Italy. | To improve the dissemination and presentation of cultural artifacts with the use of VR. |
Abeele et al. (2021) [41] | Research on immersive VR technologies for older adults. | Authors analyzed interviews with 37 older adults (via the Laddering method) of diverse education levels and cognitive abilities who experienced a first VR experience (Belgium). | To refine and contextualize design guidelines for XR applications, emphasizing accessibility, usability, and user experience |
Authors | Main Topic: Older Populations Actively Shaping Digital Cultural Heritage Content |
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Dryjanska (2015) [13]; Cassar and Avellino (2017) [22] | The memories of older people comprise a rich repository of cultural knowledge, and their narratives comprise intergenerational knowledge that can be preserved and disseminated effectively through digital applications. |
Dibeltulo et al. (2020) [11] | The creation of dedicated online archives and the integration of social media are effective methods for engaging the elderly in digital cultural heritage. |
Dawson et al. (2011) [21] | The 3D virtual experiences enhanced the participants’ (Inuit elders) feelings of connectedness to their heritage as they actively contributed to the interpretation of cultural elements. |
Chou et al. (2022) [15] | VR-based traditional games (played by youths and elderly users who interacted) foster intergenerational relations, communication, cultural heritage interaction, and technology learning. |
Authors | Virtual Tourism: Enhancing Accessibility and Emotional Connection to CH Sites |
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Traboulsi et al. (2018) [23] | The results revealed a complex mix of acceptance (interest) and reservation (hesitation) toward these technologies among older visitors, indicating a diversity of responses to the use of immersive technologies in cultural heritage sites. |
Colomer and Erlingsson (2018) [24] | Cultural heritage has an important role in supporting the wellbeing of older adults. |
Alelis et al. (2015) [25] | Older and young participants found the digital modalities enjoyable and emotionally engaging. Viewing physical artifacts after digital ones did not diminish their enjoyment or emotional responses, indicating the potential effectiveness of 3D artifacts on personal devices to extend the museum experience beyond usual sites. |
Authors | Virtual Tourism: Enhancing Accessibility and Emotional Connection to CH Sites |
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Yu et al. (2023) [26] | Positive correlation between the use of XR experiences in virtual tourism in all four main attributes of VR/AR, classified as Escape, Aesthetic, Educational and Entertainment Experience, with a strong tendency of senior participants to reuse such applications. |
Lai et al. (2019) [27] | The older adults had significantly higher arousal of emotion during VR experience, especially in the game application, as well as in virtual tourism applications. Educational content should match their educational background to avoid frustration. |
Kosti et al. (2024) [28] | Heightened willingness among seniors to engage with VR; the desire to create content subsequently incorporated into the VR app. Increased motivation derived from the interactive and socializing aspects of the VR app, as well as elements of feeling creative and explorative. |
Fiocco et al. (2021) [29] | Immediate benefits of immersive VR tourism: a significant increase in momentary relaxation (decline in anxiousness) and a trending increase in momentary happiness was observed; significant increase in social engagement and quality of life. |
Tom Dieck et al. (2019) [30] | Positive attitude toward VR and suggest that it can make heritage sites more appealing and accessible to older audiences. VR provides the older adults with perceived mobility to experience the site similarly to other visitors, enhancing social experience. |
Authors | Virtual tourism: Enhancing Accessibility and Emotional Connection to CH Sites |
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Luyten et al. (2018) [31] | The findings indicated that the nature of the content significantly influenced the residents’ engagement and the quality of their interactive experiences. |
Vishwanath (2023) [32] | While senior citizens primarily engaged through narrative elements that evoked personal memories, younger users showed more interest in the interactive features of the virtual museum. |
Yi et al. (2024) [33] | The research highlights the effectiveness of virtual displays and thematic exhibits in improving participants’ subjective wellbeing. |
Buele et al. (2023) [34] | Authors indicate a surge in research output and citations since 2013 on VR apps for older adults, particularly in areas such as cognition. The survey underscored the potential of VR in early diagnosis and management of cognitive disorders. |
Authors | Virtual Tourism: Enhancing Accessibility and Emotional Connection to CH Sites |
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Ress and Cafaro (2021) [35] | Immersive technologies can help visitors experience the past, but despite literature suggesting otherwise, visitors preferred learning from tour guides, indicating that technologies like AR and VR should complement, not replace, human guides. |
Partarakis et al. (2016) [36] | Immersive technologies could enable natural and intuitive interactions, such as touch, gestures, and eye-tracking, to create more engaging and inclusive museum experiences. |
Mokatren et al. (2018) [37] | Mobile eye-tracking technology, as an intuitive pointing device, enhances visitor experiences by providing personalized, context-aware information. This technology can be adapted to improve accessibility and the experience of seniors in CH sites. |
Moffat and Shapiro (2015) [38] | The immersive aspects of the game are achieved through the use of authentic materials such as voice recordings and historical photographs, as well as interactive storytelling and decision-making elements, which engage players. |
Jia et al. (2023) [39] | Interactive affordance and sensory affordance significantly enhance user adoption of digital heritage services by reducing psychological distance and improving embodied cognition. Moreover, information overload affects sensory affordance. |
Caggianese et al. (2014) [40] | XR systems improve visitors’ experience thanks to the opportunity of direct manipulation of a virtual representation of the artifact through, e.g., gestures. However, young users have higher usability expectations due to prior experience. |
Abeele et al. (2021) [41] | Broad audiences of older adults can successfully engage with VR. This contrasts with the focus of guidelines on increasing accessibility and usability. Simplistic VR environments may not offer sufficient challenge and depth for users. This highlights the importance of moving beyond accessibility and usability concerns, leaving behind the deficit-focused perspective that calls for simplistic VR for older adults. |
South of Europe- Mediterranean | Central/Northern Europe | East Asia | North America |
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6 | 7 | 5 | 3 |
Italy: 4 Malta: 1 Israel: 1 | UK: 3 Belgium: 1 Finland: 1 Netherlands: 1 France: 1 | China: 3 Korea: 1 Taiwan: 1 | Canada: 2 US: 1 |
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Sylaiou, S.; Dafiotis, P.; Antoniou, A.; Pavlidis, G.; Evangelidis, K. Unlocking Digital Heritage: Empowering Older Adults Through Extended Reality in Wellbeing, Inclusion and Learning. Heritage 2025, 8, 146. https://doi.org/10.3390/heritage8050146
Sylaiou S, Dafiotis P, Antoniou A, Pavlidis G, Evangelidis K. Unlocking Digital Heritage: Empowering Older Adults Through Extended Reality in Wellbeing, Inclusion and Learning. Heritage. 2025; 8(5):146. https://doi.org/10.3390/heritage8050146
Chicago/Turabian StyleSylaiou, Stella, Panagiotis Dafiotis, Angeliki Antoniou, George Pavlidis, and Konstantinos Evangelidis. 2025. "Unlocking Digital Heritage: Empowering Older Adults Through Extended Reality in Wellbeing, Inclusion and Learning" Heritage 8, no. 5: 146. https://doi.org/10.3390/heritage8050146
APA StyleSylaiou, S., Dafiotis, P., Antoniou, A., Pavlidis, G., & Evangelidis, K. (2025). Unlocking Digital Heritage: Empowering Older Adults Through Extended Reality in Wellbeing, Inclusion and Learning. Heritage, 8(5), 146. https://doi.org/10.3390/heritage8050146