No. Special Issue 1 (2026): The Mechanics of Gaming
Articles

Game-Based Metaverse Design for Mountain Sustainability and Inclusive Access

Carlotta Bin
Polytechnic University of Turin
Anna Osello
Polytechnic University of Turin

Published 2026-09-29

Keywords

  • Metaverse,
  • Accessibility,
  • Mountain sustainability,
  • Game-based Design,
  • Territorial Communication

How to Cite

Bin, C., & Osello, A. (2026). Game-Based Metaverse Design for Mountain Sustainability and Inclusive Access. TRIBELON Journal of Drawing and Representation of Architecture, Landscape and Environment, (Special Issue 1), 68–75. https://doi.org/10.36253/tribelon-4094

Abstract

This study investigates the use of game-based design and metaverse environments as tools for mountain sustainability communication and inclusive access. Developed within the NODES – Digital and Sustainable Mountain framework, the research presents a mountain area as a case study to explore how immersive digital systems can support territorial interpretation without replicating physical reality. The project follows a Design Thinking methodology that integrates contextual analysis, data collection, user experience design, and iterative testing. The metaverse environment organises sustainability themes into interactive pathways aligned with the NODES flagship projects. A second application within an educational context tested the transferability of the same approach to inclusive scenarios involving physical and social vulnerability. Results suggest that carefully designed game-based immersive systems can enhance engagement, support experiential access, and contribute to sustainability communication. The study highlights the potential of immersive spaces as flexible infrastructures for territorial activation and inclusive learning.

References

  1. Alpine Convention, Quality of Life in the Alps. Tenth Report on the State of the Alps (RSA 10), Permanent Secretariat of the Alpine Convention, Innsbruck 2025.
  2. V.-L Bekoum Essokolo, E. Robinot, “Let’s Go Deep into the Game to Save Our Planet!” How an Immersive and Educational Video Game Reduces Psychological Distance and Raises Awareness, in Sustainability, vol. 14, n. 10, 2022, p. 5774.
  3. C. Bin, et al., Metaverse education: Immersive VR exploration of mountain heritage and culture, in Education and New Developments 2024, World Institute for Advanced Research and Science, 2024, pp. 254–258.
  4. H. Duan, et al., Metaverse for social good: A university campus prototype, in Proceedings of the 29th ACM International Conference on Multimedia (MM ’21), ACM, New York 2021.
  5. M. Hatami, et al., A survey of the real-time metaverse: Challenges and opportunities, in Future Internet, vol. 16, n. 10, 2024, p. 379.
  6. W. Jaung, Digital forest recreation in the metaverse: Opportunities and challenges, in Technological Forecasting and Social Change, vol. 185, 2022, p. 122090.
  7. I. Khan, et al., Systematic review on gamification and cultural heritage dissemination, in Journal of Digital Media & Interaction, vol. 3, n. 8, 2022, pp. 19–41.
  8. J. López-Belmonte, et al., Design and validation of a questionnaire for the evaluation of educational experiences in the metaverse (METAEDU), in Heliyon, vol. 8, n. 11, 2022.
  9. A. Osello, et al., A metaverse between technical and humanistic domains to reach Society 5.0, in 2024 IEEE International Humanitarian Technologies Conference (IHTC), IEEE, 2024.
  10. S. M. Park, Y. G. Kim, A metaverse: Taxonomy, components, applications, and open challenges, in IEEE Access, vol. 10, 2022, pp. 4209–4251.
  11. B. Rodriguez-Garcia, H. Guillen-Sanz, D. , A. Bustillo, A systematic review of virtual 3D reconstructions of Cultural Heritage in immersive Virtual Reality. Multimedia Tools and Applications, vol. 83, 89743–89793, 2024.
  12. M. Scarzella, Immagini del vecchio Biellese, Libreria Vittorio Giovannacci, Biella 1983.
  13. Z. Song, T. W. Whyke, X. Sun, L. Evans, A phenomenology study of transmedia museum storytelling and gamification through XR technologies. Digital Applications in Archaeology and Cultural Heritage, vol. 38, e00444, 2025.
  14. H. Wang, Z. Gao, X. Zhang, J. Du, Y. Xu, Z. Wang, Gamifying cultural heritage: Exploring the potential of immersive virtual exhibitions. Telematics and Informatics Reports, vol. 15, 100150, 2024.
  15. X. Wei, et al., Systematic literature review of using virtual reality as a social platform in HCI community, in Proceedings of the ACM on Human-Computer Interaction, Vol 9, Issue 2, ACM, New York 2025, pp. 1–36.
  16. P. Wu, et al., Topic prevalence and trends of metaverse in healthcare: A bibliometric analysis, in Data Science and Management, vol. 7, n. 2, 2024, pp. 129–143.