(Semi-)immersive digital placemaking: A systematic literature review on augmented reality, virtual reality, and mixed reality applications in placemaking

This article summarizes literature on state-of-the-art (semi-)immersive – augmented reality (AR), virtual reality (VR), and mixed reality (MR) – games and applications in placemaking. Its methodology engages with PRISMA workflow, incorporating computational and qualitative analytic methods. Our findings reveal that while most digital tools share common placemaking goals, each (semi-)immersive technology excels in specific areas. AR Location-Based tools work best in encouraging active explorations of the urban spaces, while VR aces in facilitating real-time interactive co-design simulations and MR can bring virtual and on-site participants together in one platform. We also highlight the growing popularity of (semi-)immersive games, serious games and gamification in digital placemaking and explore their varying capacities. These findings contribute to an interdisciplinary approach that advances understanding of (semi-)immersive digital tool developments and informs better placemaking strategies and policies.

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Publication Details

Journal
Convergence The International Journal of Research into New Media Technologies
Published
2025-08-30
DOI
https://doi.org/10.1177/13548565251372796
Citations
3
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
3.83
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article

(Semi-)immersive digital placemaking: A systematic literature review on augmented reality, virtual reality, and mixed reality applications in placemaking

Burkhard Wüensche, Manfredo Manfredini, Steffan Hooper, Meriky Lo
3 citations
Convergence The International Journal of Research into New Media Technologies
Augmented Reality Applications
3.83
article

(Semi-)immersive digital placemaking: A systematic literature review on augmented reality, virtual reality, and mixed reality applications in placemaking

Burkhard Wüensche, Manfredo Manfredini, Steffan Hooper, Meriky Lo
article en
3 citations

Abstract

This article summarizes literature on state-of-the-art (semi-)immersive – augmented reality (AR), virtual reality (VR), and mixed reality (MR) – games and applications in placemaking. Its methodology engages with PRISMA workflow, incorporating computational and qualitative analytic methods. Our findings reveal that while most digital tools share common placemaking goals, each (semi-)immersive technology excels in specific areas. AR Location-Based tools work best in encouraging active explorations of the urban spaces, while VR aces in facilitating real-time interactive co-design simulations and MR can bring virtual and on-site participants together in one platform. We also highlight the growing popularity of (semi-)immersive games, serious games and gamification in digital placemaking and explore their varying capacities. These findings contribute to an interdisciplinary approach that advances understanding of (semi-)immersive digital tool developments and informs better placemaking strategies and policies.

Convergence The International Journal of Research into New Media TechnologiesVol. 31(6)
University of Auckland (NZ)
Openalex Percentile: Top 6%
Augmented Reality Applications
3.83
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(Semi-)immersive digital placemaking: A systematic literature review on augmented reality, virtual reality, and mixed reality applications in placemaking — Burkhard Wüensche, Manfredo Manfredini, et al. · Convergence The International Journal of Research into New Media Technologies (2025) | TGRS Research Map | TGRS