Pescarin, SofiaCerato, IvanaD'Annibale, EnzoFanini, BrunoFerdani, DanieleFà, Rachele Manganelli DelMarasco, AlessandraMassidda, MarcelloPalombini, AugustoRonchi, DiegoBucciero, AlbertoFanini, BrunoGraf, HolgerPescarin, SofiaRizvic, Selma2023-09-022023-09-022023978-3-03868-217-22312-6124https://doi.org/10.2312/gch.20231171https://diglib.eg.org:443/handle/10.2312/gch20231171In this work, we present a research prototype of a hybrid XR experience for cultural tourism, accessible by any potential device, including immersive VR headsets. It has been designed to better answer visitors' expectations and to overcome the limitations offered by traditional Virtual Tours (VT). We present the conceptual model, prototype, applied case study and users survey. The overall result has shown how the development of a collaborative and guided experience, enhanced by the use of a gamified narrative, has produced an increased perception of authenticity of the VT.Attribution 4.0 International LicenseCCS Concepts: Human-centered computing→Interaction design process and methods; Empirical studies in interaction design; Applied computing→Arts and humanitiesHumancentered computing→Interaction design process and methodsEmpirical studies in interaction designApplied computing→Arts and humanitiesHybrid XR Collaborative and Guided Experiences in Cultural Heritage: Brancacci POV Prototype10.2312/gch.20231171157-1615 pages