“…In this way, the level of Presence is fundamental to understanding the extension of which the subject perceives the scenario as a real world experience, even though the origin and nature of this variable are still not clear. Mixed Reality (AR and VR) Presence enabling technologies (Thomas, 2012;Kapp et al, 2013;Slater, 2014;Papagiannakis et al, 2015Papagiannakis et al, , 2018 have only recently started being investigated in Serious Games applications (Kateros et al, 2015) for digital heritage (Egges et al, 2007;Kapp et al, 2013;Abrash, 2014) in terms of entertainment (Markouzis and Fessakis, 2015), education: cognition and knowledge transfer (Capuano et al, 2016), as well as learning (Pollalis et al, 2018), gamification (Papagiannakis et al, 2015;Zikas et al, 2016), engagement (Di Pietro et al, 2017), emotions (Harley et al, 2016), and enjoyment (Sylaiou et al, 2010, Brancati et al, 2015.…”