HBIM-based Virtual Reality for Serious Games: A Review and Research Directions Oriented to Built Heritage Dissemination
Keywords: Historic Building Information Model (HBIM), Virtual Reality (VR), Serious Games (SGs), Gamification, Interactivity, Education
Abstract. In the past decade, Historic Building Information Modeling (HBIM) has become a valuable tool for digitally documenting and conserving Cultural Heritage (CH). However, while HBIM excels in precision and archival value, it often remains static, complex, and inaccessible to non-expert users. This limits its broader potential in public outreach, education, and engagement. In contrast, Virtual Reality (VR) offers immersive environments that can transform HBIM from a technical dataset into a compelling virtual heritage experience. Serious Games (SGs) and gamification present an effective strategy to combine education and entertainment, enhancing user interaction, motivation and comprehension. Yet, despite growing interest, structured and integrative applications of HBIM within gamified VR environments have remained relatively limited. This research therefore aims to explore the map of SGs and gamification implemented in HBIM-based VR systems. The paper is structured into three parts: (1) analyzing gamification approaches in CH and their impact on behavior and usability; (2) conducting a bibliometric analysis of the current research on HBIM-based VR for SGs; and (3) addressing key questions regarding tools used, game design dimensions, conveyed knowledge, project goals, effectiveness, and future directions.