Usability and Immersion in a Virtual Reality Hidden Object Game: A Case Study in Cultural Tourism
by Farah Nadia Azman, Muhammad Akmal Iman Rosli, Sharifah Sakinah Syed Ahmad, Zuraini Othman
Published: November 10, 2025 • DOI: 10.47772/IJRISS.2025.910000273
Abstract
This study explores the development and evaluation of a Virtual Reality (VR) hidden object game designed to promote awareness and understanding of traditional Malaysian handicrafts among young tourists. By leveraging the immersive and interactive capabilities of VR, the game integrates educational content within a playful digital environment, aiming to enhance cultural learning in tourism settings. The research examines key aspects including users’ cultural knowledge acquisition, the effectiveness of game mechanics, and overall user experience through a structured evaluation involving participant feedback and gameplay analysis. Findings indicate that the prototype positively supports informal learning, with respondents reporting increased knowledge of Malaysian crafts, ease of interaction, and motivation to continue exploring cultural heritage. The study contributes to the field by presenting a novel application of the hidden object game subgenre in VR for educational tourism, demonstrating its potential to engage younger audiences in meaningful cultural experiences. While technical challenges such as collider design were encountered, they were resolved through mesh-based solutions, ensuring realistic object interaction. Limitations include a narrow cultural scope and sample size, suggesting future research should expand content diversity and assess long-term learning outcomes. Overall, the project validates VR as a promising medium for enhancing cultural heritage education in tourism contexts.