Gamified experiences using 360° photography

15 In the Proceedings of the 16th International Conference on PErvasive Technologies Related to Assistive Environments (PETRA ’23), Corfu, Greece, 5-7 July (pp. 53-61). New York, NY, USA: ACM. Open Access, published online: 10 August 2023. Xhako, A., Zidianakis, E., Kontaki, E., Manoli, K., Ntoa, S., Partarakis, N., & Stephanidis, C. 2023 The emergence of 360° video and photography has provided new challenges regarding the exploitation of such technologies in various contexts with the most promising one being education. Combining 360° video with VR technology and gamified elements in interaction design has been proven to be beneficial from an educational perspective. This paper provides a methodology for gamified educational experiences using 360o- media, an example of its application and preliminary evaluation findings. The implemented application is a virtual treasure hunt game taking place within a public library that allows players to explore various dimensions of their city and cultural heritage through gamified concepts. The preliminary evaluation has provided positive comments regarding the efficiency of the presented approach and the simplicity of implementation making this approach promising for further exploitation by the Cultural and Creative Industries. https://doi.org/10.1145/3594806.3594858

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