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'Immersive' heritage encounters
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(1998)The Participatory Museum (2010)Augmented reality, virtual reality and 3D printing for the co-creation of value for the visitor experience at cultural heritage places (2017)Play and manifestations of playfulness in interactive and immersive museum spaces (2021)From eye-tracking to games: exploring low-tech solutions for sustainable cultural landscape management (2025)Ethnography (2007)Homo ludens : Proeve eener bepaling van het spel-element der cultuur (2008)Museums and the ‘new museology’: theory, practice and organisational change (2013)From house museum to virtual reality: memory, space, and material culture study in Sir John Soane’s Museum (2024)Uses of Heritage (2006)Persuasive Games (2007)Developing serious games for cultural heritage: a state-of-the-art review (2010)Mixed Cultural Visits or What COVID-19 Taught Us (2023)Why Play in Museums? A Review of the Outcomes of Playful Museum Initiatives (2024)Storytelling: The Real Work of Museums (2001)Performing heritage: the use of live ‘actors’ in heritage presentations (2002)Moving beyond the virtual museum: Engaging visitors emotionally (2017)The dramaturgy of interactive marketing: a conceptual framework for immersive consumer engagement (2025)Situated Cognition and the Culture of Learning (1989)Evolving to a New Dominant Logic for Marketing (2003)Co-creation experiences: The next practice in value creation (2004)Transforming museum management through ICT adoption: an analysis of the Portuguese context during the COVID-19 pandemic (2024)A Landscape Narrative Model for Visitor Satisfaction Prediction in the Living Preservation of Urban Historic Parks: A Machine-Learning Approach (2025)Inside the White Cube: The Ideology of the Gallery Space (1986)Cyberspace: First Steps (1991)Virtual art: From illusion to immersion (2004)Multimodality and museums: Innovative research methods and interpretive frameworks (2024)VR/AR artworks in the museum: Redefining preservation through collaboration (2024)Generative AI in Heritage Practice: Improving the Accessibility of Heritage Guidance (2025)Destination Culture: Tourism, Museums, and Heritage (1999)Heritage: Critical Approaches (2012)The Museum Experience Revisited (2016)Determinants of Digital Museum Users’ Continuance Intention—An Integrated Model Combining an Enhanced TAM3 and UTAUT (2026)
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  • 2019The Enchantment of the Archaeological Record84 cited
  • 2020Bringing Heritage Sites to Life for Visitors: Towards A Conceptual Framework for Immersive Experience38 cited
  • 2020Crafting Critical Heritage Discourses into Interactive Exhibition Design24 cited
  • 2021Playing Games with Tito23 cited
  • 2019Immersive experiences in museums, galleries and heritage sites: a review of research findings and issues21 cited
  • 2021Affectual Dramaturgy for Augmented Reality Immersive Heritage Performance18 cited
  • 2022Storytelling and Experience Design in Heritage Tourism13 cited
  • 2023Museums and Technologies of Presence11 cited
  • 2021We Dare You11 cited
  • 2024The edutainment scan: immersive media and its deployment in museums10 cited
  • 2021Hybrid Interactions in Museums: Why Materiality Still Matters9 cited
  • 2020Designing ‘Critical’ Heritage Experiences: Immersion, Enchantment and Autonomy9 cited
  • 2023Subtle Sound Design: Designing for Experience Blend in a Historic House Museum6 cited
  • 2020How to Be a Pilgrim: Guidebooks on the Norwegian St. Olav Ways and the Heritagization of Religion6 cited

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2022
Exploring affordances through design-after-design: the re-purposing of an exhibition artefact by museum visitors
4 cited
  • 2020Designing for Play and Appropriation in Museum Experiences involving Tangible Interactions and Digital Technologies3 cited