XRHQ
United States
Idaho
Education

Idaho State University VR game immerses students in Renaissance London for literature study

Lit-VR is a VR serious game set in 17th-century London that immerses college students in Renaissance English literature and history.

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ISU student Reece Foulkrod plays Lit-VR while Assistant Professor Farjana Eishita looks on
ISU student Reece Foulkrod plays Lit-VR, a VR game set in 17th-century London, while Assistant Professor Farjana Eishita looks on.Photo: Idaho State University

Background

Idaho State University (ISU) launched an interdisciplinary research project to develop Lit-VR, a VR serious game designed to deepen college students' engagement with 17th century English literature. The project is a collaboration between Farjana Eishita, assistant professor in the Department of Computer Science, and Curtis Whitaker, professor in the Department of English, supported by graduate researcher Shojibur Rahman and undergraduate Reece Foulkrod.

The Deployment

Lit-VR drops students into a recreated Renaissance-era London via a VR headset. Players begin at Westminster Abbey in the 17th century, visiting Poets' Corner to collect information about classical authors before navigating iconic landmarks including the House of Commons, Shakespeare's Globe, and London Bridge — earning rewards and learning about the literature, government, and geography of the era. In the final stages, players travel to the London Docklands to discover a destination overseas. The full platform will comprise five interconnected experiences to be completed over a full semester.

The platform is classified as a serious game — designed primarily for educational outcomes, blending gameplay mechanics with curriculum-aligned learning objectives. Eishita's lab specialises in applying immersive technologies to learning environments.

Hardware and Software

Students use a VR headset to engage with the experience. No specific hardware model has been publicly confirmed. The Lit-VR software is developed in-house at ISU by the research team.

Development Status

As of May 2026, the project remains in its developmental stage. A working prototype was targeted for spring 2026, with user play testing planned for the fall 2026 semester. Rahman has been responsible for designing the Tudor London VR environment, implementing gameplay flow, and planning user studies to evaluate how students interact with and learn from the experience.

Rationale

Whitaker, a self-described visual learner, argues that much of English Renaissance literature is fundamentally London literature, and that experiencing the city spatially helps students situate poems and plays in their proper geographical and historical context. Eishita envisions the platform evolving into a mainstream educational tool as VR hardware becomes more accessible and content diversifies.

Quotes

Much of English literature, especially during the Renaissance, is in fact London literature, so getting to know the city takes students a long way in understanding the geographical and historical context of English literature in general.

Our goal is to develop a gamified learning platform for college-level students to enhance their learning experience. By exploring themes, settings, and narratives from historical texts, students gain insights into the cultural, social, and philosophical underpinnings of the era.

I've been specifically designing and building the VR environment that recreates Tudor London. That includes implementing the interactive elements, structuring the gameplay flow, and integrating learning components into the experience.

Working on Lit-VR has been a privilege and an incredible learning experience. Since the game is meant to authentically represent 1600s London, I've also spent a good amount of time researching what the city looked, felt, and sounded like during that period to help make the experience as accurate and immersive as possible.

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