Por favor, use este identificador para citar o enlazar este ítem: https://hdl.handle.net/10259/12285
Título
Exploring age-related differences in immersive Virtual Reality experiences for Cultural Heritage
Publicado en
Virtual Reality. 2026
Editorial
Springer Nature
Fecha de publicación
2026-09
ISSN
1434-9957
DOI
10.1007/s10055-026-01409-z
Resumen
Immersive Virtual Reality (iVR) has reached a level of technological maturity that enables its use for the general
public. However, further investigation is needed into the optimization of iVR applications and particularly,
their design features in relation to various user characteristics such as age and previous iVR experience. To
solve this issue, this study evaluates a Cultural Heritage dissemination experience in iVR, tested in a real-world
setting, the Museum of Burgos (Spain), with participants from three age groups: children, young adults, and
older adults. The iVR experience was structured in four levels of progressively complex interaction. A control
group was formed to view a video containing the same dissemination content. A total of 206 participants completed
a three-steps assessment measuring prior knowledge, User Experience (UX), and learning outcomes.
The findings emphasized that iVR's strengths, immersion and interactivity, must be strategically optimized to
outperform more well-stablished dissemination formats like video. The results showed that children responded
positively to high interactivity; their motivation and rapid adaptation supported the use of interactive formats,
provided cognitive demands are gradually introduced. Young adults exhibited the highest adaptability and fastest
completion times, performing well across all interaction types, though with moderate UX ratings. Older
adults preferred soft interaction and immersive aesthetics, achieving better learning outcomes in this context
but extending the time to complete the iVR experience.
Palabras clave
Virtual Reality
Human Computer Interaction
User experience
Children
Age
User Centered Design
Materia
Realidad virtual
Virtual reality
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