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The potential use of immersive virtual environments for collecting and archiving heritage gameplay activities in digital libraries

Kung Wong Lau (Department of Applied Data Science, Hong Kong Shue Yan University, Hong Kong, Hong Kong)

Digital Library Perspectives

ISSN: 2059-5816

Article publication date: 29 October 2024

Issue publication date: 28 January 2025

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Abstract

Purpose

This paper aims to discuss and propose the potential use of immersive virtual environments (IVEs) for archiving and collecting heritage gameplay activities in digital libraries, which is expected to triangulate further discussions on the said knowledge scopes.

Design/methodology/approach

The key question of this paper is, how we can preserve and revitalize fading heritage game activities in digital libraries? To answer this, the paper is going to understand the applications of IVEs in heritage studies; the use of telepresence experiences in IVEs for activity-based collection; the creation of virtual and telepresence experiences in digital libraries; and a proposed use of IVEs for archiving heritage gameplay activities.

Findings

The applications of IVEs and/or other virtual technologies have certainly been gaining positive feedback about their ability to provide vivid images of artefacts and art pieces; perform a high level of interactivity between the exhibits and visitors; enhance visitors’ sense of immersion that evoke their memories of heritage issues; facilitate visitors’ learning process in libraries; increase enjoyment in digital libraries. As mentioned in the previous section, the activity-based historical collection, for instance, the heritage gameplay activities, can be preserved and archived vividly using IVEs.

Research limitations/implications

This paper is explorative, there is no empirical result for generalization.

Originality/value

This paper aims to provide librarians with valuable insight to apply IVEs for archiving and collecting heritage gameplay activities. Setting up a new type of digital library is affected greatly by the openness of librarians, visitors’ expectations and a whole lot of things that are happening around the technological world and digital culture. This paper addresses the applications of IVEs in heritage studies, the importance of creating virtual and telepresence experiences for library visits as well as proposing the use of IVEs for archiving heritage gameplay activities.

Keywords

Acknowledgements

Ethical statements:

I, the author, consciously assure that the manuscript “The Potential Use of Immersive Virtual Environments for Archiving and Collecting Heritage Gameplay Activities in Digital Libraries” fulfilled the Committee on Publication Ethics and the Research and Publishing Ethics Guidelines of Authors from the Emerald Publishing.

The authors agree with the statements and declare that this submission follows the policies of ethical responsibilities of Collection and Curation (Emerald) as outlined in the Guide for Authors at www.emeraldgrouppublishing.com/journal/he?id=he

Citation

Lau, K.W. (2025), "The potential use of immersive virtual environments for collecting and archiving heritage gameplay activities in digital libraries", Digital Library Perspectives, Vol. 41 No. 1, pp. 91-99. https://doi.org/10.1108/DLP-05-2024-0075

Publisher

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Emerald Publishing Limited

Copyright © 2024, Emerald Publishing Limited

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