This volume on virtual and augmented reality (VR AR) and gamification for cultural heritage
offers an insightful introduction to the theories development recent applications and trends
of the enabling technologies for mixed reality and gamified interaction in cultural heritage
and creative industries in general. It has two main goals: serving as an introductory textbook
to train beginning and experienced researchers in the field of interactive digital cultural
heritage and offering a novel platform for researchers in and across the culturally-related
disciplines. To this end it is divided into two sections following a pedagogical model
developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network
on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality
enabling technologies while section II presents the latest findings on interaction with 3D
tangible and intangible digital cultural heritage. The sections include selected contributions
from some of the most respected scholars researchers and professionals in the fields of VR AR
gamification and digital heritage. This book is intended for all heritage professionals
researchers lecturers and students who wish to explore the latest mixed reality and
gamification technologies in the context of cultural heritage and creative industries. It
pursues a pedagogic approach based on trainings conferences workshops and summer schools that
the ITN-DCH fellows have been following in order to learn how to design next-generation virtual
heritage applications systems and services.