“…This tool can become particularly effective when applied to the museum environment, both because, by promoting innovative forms of enjoyment, it helps to attract categories of users often far from museums, and because it lends itself, thanks to its ductile nature, to deal with different themes, such as cultural awareness (Froschauer et al, 2010;Huang et al, 2013), historical reconstruction (Christopoulos et al, 2011;Doulamis et al, 2011) and heritage awareness (Cao et al, 2011;Bellotti et al, 2012;Froschauer et al 2011Froschauer et al , 2013Tangui 2013). In some of the most complex cases, serious games are enriched with the potential offered by Virtual Reality (VR): in this regard, the museum sector is perhaps one of the contexts in which VR reaches its maximum communication potential (Aiello et al, 2019;Guazzaroni, 2019;Kang et al, 2019;Kargas et al, 2019), firstly because it allows to come into contact with the museum artworks in a way that was unthinkable until recently, and secondly because, when used as a support to enhance a real museum, it is able to indefinitely expand the boundaries of the physical place and give greater visibility to small institutions on the margins of large museum circuits. The absence of spatial barriers within the virtual dimension also makes it possible to create, through VR, digital databases that make a potentially considerable number of artefacts accessible and interrogable, favouring contact with works that are often not exhibited to the public in the real world (because they are in restoration or stored).…”