“…Some examples may already be envisaged: immersive training, in medical and technical contexts; immersive educational products at a variety of levels of education; immersive access to heritage material; and immersive games and stories. The latter reminds us of one particularly disruptive effect of such documents, the blurring of the boundaries between leisure and information provision, an extension of the "gamification" of information provision and learning, whose benefits for library/information contexts have been noted (Prince, 2013;McMunn-Tetangco, 2013). It has been recognized for many years that the distinction between information and entertainment is artificial, and that there is in fact a continuum (Cermak, 1996;Case, 2012).…”