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From here, visitors move into the battle room, an arena in which up to 30 players gather round a computerised plan of the battlefield. They play the part of Bannockburn generals, with a real-life battle master enabling them to make strategic decisions to see if they could have done a better job than the leaders on the day.
Go north to Culloden near Inverness – the most visited battlefield site in the UK – and the solemn brutality of the conflict assails tourists in surround video. Or there is the Riverside Museum in Glasgow, where one of the star attractions is an entirely reconstructed street from the early 20th century. Visitors can loiter in a spit-and-sawdust bar; make a trip to the cobblers; or just keep clear of the horse and carriage in the middle of the road – complete with touchscreens to find out more as they explore.
With virtual reality and augmented reality becoming major growth stories, they are likely to enhance tourists’ desire for immersive experiences in future. Virtual reality headsets are already creeping into tourism – the British Museum used them for a temporary exhibition on Bronze Age roundhouses, for instance. Though in many cases, headsets are going to be too isolating to be suitable in castles or museums, there is a culture developing alongside them that goes hand-in-hand.
This matters hugely in Scotland, which has the most visited cultural and heritage visitor attractions in the UK outside London. After a long period of growth, Glasgow and Edinburgh now attract 17m visitors a year on their own: some five times the population of the Scottish central belt. Tourism is a major driver of the Scottish economy; it is worth some £6 billion a year, about 5% of GDP, and supports 207,000 jobs. It’s therefore vitally important that the industry is alert to shifting tastes and reacts accordingly.
But if immersive experiences are a growth opportunity, there is little evidence about visitor preferences. To help rectify that, I’ve been leading a project known as the Scottish Heritage Partnership. One of 32 projects funded by UK Research and Innovation in this area, it is the only one focused on what audiences expect and want from such attractions in the longer term.
Hopefully these insights will help organisers in this industry to make decisions about what to commission on their sites in future. The clear message is that you can achieve more with immersive experiences if you give people what they want. As virtual and augmented reality increasingly change how we think about these tourist attractions, this will become ever more important in years to come.
This article is republished from The Conversation under a Creative Commons license. Read the original article.
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