The future of space exploration relies not only on technological advancements but also on public awareness and policy support. Sustaining long-term investments in lunar and planetary missions requires effectively engaging both the next generation and key decision-makers. However, traditional science communication methods often fail to reach audiences beyond academic and professional circles, limiting public engagement. Virtual Reality and Serious Games offer interactive and immersive experiences that make complex scientific concepts more accessible to non-experts, fostering broader support for space exploration initiatives. This study evaluates the effectiveness of a Virtual Reality Serious Game designed to simulate the Lunar Zebro rover navigating the Moon’s surface. The game aims to enhance engagement, simplify scientific concepts, and shape public perception of space missions. Through iterative development and user testing, the study examines the balance between education and entertainment. Preliminary findings indicate that while the game successfully engages users and communicates mission objectives, it is primarily perceived as an interactive experience rather than a standalone educational tool. These insights highlight the potential of VR Serious Games in science communication and their role in promoting future space exploration initiatives.

Virtual Reality Serious Game for Space Science Communication: A Case Study on Lunar Rover

Hegazy, Ahmed;Rossoni, Marco;Carulli, Marina;Colombo, Giorgio;Bordegoni, Monica
2025-01-01

Abstract

The future of space exploration relies not only on technological advancements but also on public awareness and policy support. Sustaining long-term investments in lunar and planetary missions requires effectively engaging both the next generation and key decision-makers. However, traditional science communication methods often fail to reach audiences beyond academic and professional circles, limiting public engagement. Virtual Reality and Serious Games offer interactive and immersive experiences that make complex scientific concepts more accessible to non-experts, fostering broader support for space exploration initiatives. This study evaluates the effectiveness of a Virtual Reality Serious Game designed to simulate the Lunar Zebro rover navigating the Moon’s surface. The game aims to enhance engagement, simplify scientific concepts, and shape public perception of space missions. Through iterative development and user testing, the study examines the balance between education and entertainment. Preliminary findings indicate that while the game successfully engages users and communicates mission objectives, it is primarily perceived as an interactive experience rather than a standalone educational tool. These insights highlight the potential of VR Serious Games in science communication and their role in promoting future space exploration initiatives.
2025
Volume 2B: 45th Computers and Information in Engineering Conference (CIE)
978-0-7918-8921-3
Virtual Reality, Serious Game, User Experience
File in questo prodotto:
File Dimensione Formato  
VES2025.pdf

Accesso riservato

: Post-Print (DRAFT o Author’s Accepted Manuscript-AAM)
Dimensione 7.03 MB
Formato Adobe PDF
7.03 MB Adobe PDF   Visualizza/Apri
Preprint.pdf

accesso aperto

: Pre-Print (o Pre-Refereeing)
Dimensione 7.06 MB
Formato Adobe PDF
7.06 MB Adobe PDF Visualizza/Apri

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11311/1299285
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus ND
  • ???jsp.display-item.citation.isi??? ND
social impact