- Article
26 Pages
This study conducts a bibliometric analysis of research on extended reality (XR) technologies in cultural heritage research in the European Union (EU). It maps the overall research landscape and offers insights to inform the future development of XR in this field. Despite the growing interest in XR within the heritage sector, existing reviews tend to focus on specific technologies or application areas rather than providing a comprehensive overview, particularly in the European context. Europe remains a leading region in cultural heritage practice and research. To address this, the study analyses 1368 publications indexed in the Web of Science Core Collection between 1989 and 2025, affiliated with the 27 EU member states. The analysis uses Bibliometrix, VOSviewer and CiteSpace to examine publication trends, geographical distribution, collaboration networks, keyword patterns and thematic evolution. The results reveal that the annual output increased by an average of 11.35%, accelerating after 2012 and peaking at 174 publications in 2022. Italy, Spain, and Greece account for almost 60% of publications, with Italy contributing 36.2% alone, whereas smaller countries such as Denmark, Belgium, and the Netherlands demonstrate the highest rates of international co-authorship. Research hotspots have shifted from technology-driven 3D documentation and single-technology experiments towards integrated XR, digital twins, HBIM, and user-centred immersive experiences. These findings synthesise a structural framework comprising three interconnected dimensions that shape the field’s knowledge landscape. The first is a value-oriented dimension addressing key heritage aims, including education, virtual archaeology, museum engagement, and architectural heritage conservation. The second is a technological dimension covering core foundations such as virtual reality, augmented reality, mixed reality, 3D modelling, and photogrammetry. The third is a digital implementation dimension focusing on practical approaches such as immersive experiences, storytelling, gamification, and interactivity. The study also identifies three priorities for future research: developing comprehensive technical guidelines, investigating broader socio-technical influences, and strengthening cross-cultural comparative studies.
Systems
17 October 2026







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