A Thematic Narrative Review of Animation in Virtual Reality for Cultural Heritage: Presence, Engagement, and Emotional Connection.

Authors

  • Abdul Syafiq Bahrin School of Creative Industry Management and Performing Arts, Universiti Utara Malaysia, Malaysia
  • Hushinaidi Abdul Hamid School of Creative Industry Management and Performing Arts, Universiti Utara Malaysia, Malaysia

DOI:

https://doi.org/10.32890/jcisc2025.4.2

Keywords:

Storytelling, virtual heritage, avatar, conceptual framework, user experience

Abstract

This paper reviews recent empirical studies on the use of animation to enhance presence and engagement in Virtual Reality (VR) applications for Cultural Heritage (CH), hereafter referred to as VRCH. The integration of animation in VRCH settings offers significant potential to improve immersive storytelling, emotional connection, and interactivity. A thematic narrative review was conducted on ten peer-reviewed studies published between 2018 and 2025. Studies were selected based on their inclusion of animation elements such as animated avatars, narrative sequences, or gamified visual feedback within VRCH environments. The review identified four core themes: animated characters and social presence, storytelling and emotional engagement, gamified animation and interactivity, and psychological perspectives on animation quality and presence. Findings show that animation contributes to users’ sense of realism, emotional resonance, and learning motivation. However, current implementations are often limited to scripted animations and short-term evaluations, with limited integration of adaptive or culturally contextualized design. The review highlights the need for more holistic animation strategies that combine narrative, interactivity, and design coherence. These findings offer valuable insights for designers, educators, and cultural institutions developing VRCH experiences. The paper also proposes future directions in adaptive animation systems and culturally responsive design to further enrich user experience in virtual heritage settings.

References

Abubakar, J. A., Ahmad, M. K., Zulkifli, A. N., & Bahrin, A. S. (2016, August). Conceptual model of game aesthetics for perceived learning in narrative games. In 2016 4th International Conference on User Science and Engineering (i-USEr) (pp. 111–115). IEEE. https://doi.org/10.1109/IUSER.2016.7857944

Antunes, R. F., & Correia, L. (2022). Virtual simulations of ancient sites inhabited by autonomous characters: Lessons from the development of Easy-population. Digital Applications in Archaeology and Cultural Heritage, 26, e00237. https://doi.org/10.1016/j.daach.2022.e00237

Anwar, M. S., Yang, J., Frnda, J., Choi, A., Baghaei, N., & Ali, M. (2025). Metaverse and XR for cultural heritage education: Applications, standards, architecture, and technological insights for enhanced immersive experience. Virtual Reality, 29(2), 51. https://doi.org/10.1007/s10055-025-01126-z

Bahrin, A. S., Abubakar, J. A., & Yaakub, A. R. (2015). Consolidated model of visual aesthetics attributes for sense-based user experience. Jurnal Teknologi (Sciences & Engineering), 77(29). https://doi.org/10.11113/jt.v77.6808

Bahrin, A. S., Sunar, M. S., & Latip, H. F. M. (2024). Self-competition virtual reality cycling for enhanced motivation: Interactive feedforward adjustments. In Z. Mohamed, M. Z. Ngali, S. Sudin, M. F. Ibrahim, & A. Casson (Eds.), Proceedings of the 2nd International Conference on Innovation and Technology in Sports, ICITS 2023, 27–28 November, Malaysia (pp. xx–xx). ICITS 2023. Lecture Notes in Bioengineering. Springer. https://doi.org/10.1007/978-981-97-3741-3_11 (corrected author initials spacing, applied sentence case in title, clarified “Eds.”)

Bahrin, A. S., Sunar, M. S., Latip, H. F. M., & Zamri, M. N. (2022). Chronology of self-competition in virtual reality exergames: A historical review. Entertainment Computing, 43, 100513. https://doi.org/10.1016/j.entcom.2022.100513

Ben, R. A., & Salim, H. R. (2025). Animating emotion: Expressive agents in virtual reality heritage interfaces. Journal of Immersive Cultural Interfaces, 11(1), 44–60. https://doi.org/10.61856/mq5rn669

Bickmore, T., Pfeifer, L., & Schulman, D. (2011, September). Relational agents improve engagement and learning in science museum visitors. In International Workshop on Intelligent Virtual Agents (pp. 55–67). Springer. https://doi.org/10.1007/978-3-642-23974-8_7

Chang, S., & Suh, J. (2025). The impact of digital storytelling on presence, immersion, enjoyment, and continued usage intention in VR-based museum exhibitions. Sensors, 25(9), 2914. https://doi.org/10.3390/s25092914 (changed to sentence case)

Champion, E. M. (2006). Cultural presence. In Encyclopedia of virtual communities and technologies (pp. 95–101). IGI Global.

Cheng, Y., Wang, Y., & Zhao, W. (2022). Shared virtual reality experiences during the COVID-19 pandemic: Exploring the gratifications and effects of engagement with immersive videos. International Journal of Environmental Research and Public Health, 19(9), 5056. https://doi.org/10.3390/ijerph19095056 (fixed sentence case and italics)

Fugard, A. J., & Potts, H. W. (2015). Supporting thinking on sample sizes for thematic analyses: A quantitative tool. International Journal of Social Research Methodology, 18(6), 669–684. https://doi.org/10.1080/13645579.2015.1005453

Grant, M. J., & Booth, A. (2009). A typology of reviews: An analysis of 14 review types and associated methodologies. Health Information & Libraries Journal, 26(2), 91–108. https://doi.org/10.1111/j.1471-1842.2009.00848.x

Greenhalgh, T., Thorne, S., & Malterud, K. (2018). Time to challenge the spurious hierarchy of systematic over narrative reviews? European Journal of Clinical Investigation, 48(6), e12931. https://doi.org/10.1111/eci.12931

Lee, D., Ng, P. M., & Wut, T. M. (2022). Virtual reality in festivals: A systematic literature review and implications for consumer research. Emerging Science Journal, 6(5), 1153–1166. https://doi.org/10.28991/ESJ-2022-06-05-016 (sentence case corrected)

Machidon, O. M., Duguleana, M., & Carrozzino, M. (2018). Virtual humans in cultural heritage ICT applications: A review. Journal of Cultural Heritage, 33, 249–260. https://doi.org/10.1016/j.culher.2018.01.007

Rizvic, S., Boskovic, D., Bruno, F., Petriaggi, B. D., Sljivo, S., & Cozza, M. (2019, September). Actors in

VR storytelling. In 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) (pp. 1–8). IEEE. https://doi.org/10.1109/VS-Games.2019.8864520

Shim, H., Kim, E. S., Oh, K. T., Shi, C. K., & Ahn, J. (2024). Diving into a heritage metaverse: Learning from end user-driven experiences and perspectives to enhance virtual heritage interpretation. Proceedings of the ACM on Human-Computer Interaction, 8(CSCW1), 1–28. https://doi.org/10.1145/3637322 Škola, F., Rizvić, S., Cozza, M., Barbieri, L., Bruno, F., Skarlatos, D., & Liarokapis, F. (2020). Virtual reality with 360-video storytelling in cultural heritage: Study of presence, engagement, and immersion. Sensors, 20(20), 5851. https://doi.org/10.3390/s20205851

Sylaiou, S., & Fidas, C. (2022). Virtual humans in museums and cultural heritage sites. Applied Sciences, 12(19), 9913. https://doi.org/10.3390/app12199913

Triberti, S., Sapone, C., & Riva, G. (2025). Being there but where? Sense of presence theory for virtual reality applications. Humanities and Social Sciences Communications, 12(1), 1–6. https://doi.org/10.1057/s41599-025-04380-3

Yoon, B., Kim, H. I., Lee, G. A., Billinghurst, M., & Woo, W. (2019, March). The effect of avatar appearance on social presence in an augmented reality remote collaboration. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 547–556). IEEE. https://doi.org/10.1109/VR.2019.8797719

Zhao, Y., Li, Y., Dai, T., Sedini, C., Wu, X., Jiang, W.,... & Lc, R. A. Y. (2025). Virtual reality in heritage education for enhanced learning experience: A mini-review and design considerations. Frontiers in Virtual Reality, 6, 1560594. https://doi.org/10.3389/frvir.2025.1560594

Downloads

Published

31-10-2025

How to Cite

Bahrin, A. S., & Abdul Hamid, H. (2025). A Thematic Narrative Review of Animation in Virtual Reality for Cultural Heritage: Presence, Engagement, and Emotional Connection. Journal of Creative Industry and Sustainable Culture, 4, 22-31. https://doi.org/10.32890/jcisc2025.4.2

Research impact

Harvested 2026-09-08
0 citations recorded so far

Counts differ between services because each indexes a different body of literature. None of them is the whole picture.

Identifiers DOI 10.32890/jcisc2025.4.2 OpenAlex W7118312509

Most read articles by the same author(s)