## 10 Conclusions  
The conclusion of this work offers a comprehensive reflection on the hypotheses, an analysis of individual chapters, and emphasizes the suitability of developing and launching a gamified mobile application using XR technologies for the preservation of cultural heritage within the metaverse. Figure 22: Display of statistics Task 5: Ancient Egypt. First, let us address the hypotheses. Throughout this work, three key hypotheses were tested, shaping the research and development of the application. The first hypothesis, suggesting that the integration of immersive technologies (VR and AR) and gamification within the metaverse significantly increases user engagement and motivation to learn about cultural heritage, was confirmed through a series of case studies and qualitative research. The second hypothesis, predicting high interest from the target audience in using mobile applications that employ modern technologies, was also confirmed through survey results and focus groups, which showed significant interest in interactive and gamified content. The third hypothesis, proposing that the development of a mobile application combining 3D modeling of cultural artifacts with gamification elements within the metaverse can increase awareness and understanding of cultural heritage among young people, was also supported by the results of prototype testing. Each chapter of this work contributed to a detailed consideration of the relevant aspects for the successful launch of the application. The introductory chapter laid the groundwork for this research by defining the issue of cultural heritage preservation in the digital age and setting clear goals and hypotheses. The theoretical framework provided a detailed overview of key concepts such as gamification, XR technologies, and the metaverse, emphasizing their role in modern education and cultural heritage preservation. The analysis of existing solutions highlighted the shortcomings of current applications and pointed out the advantages and challenges of applying gamification and XR technologies. The integration of the metaverse into educational applications was a key topic explored in several chapters, offering guidelines for the implementation and prototyping of applications within this new digital environment. Qualitative research, including focus groups and interviews, provided valuable insights into user perceptions and allowed for adjustments to the application design according to their needs and expectations. The chapter dedicated to practical implementation presented the process of developing the application's design, from the initial idea to the hi-fi prototype, including user experience testing and evaluation of the application's effectiveness. This phase of research was crucial in confirming the functionality and appeal of the application, as well as identifying areas for future improvement. Based on the research findings, it can be concluded that the development of a gamified mobile application using XR technologies for cultural heritage preservation within the metaverse is not only feasible but also an extremely promising project. The InHeritage mobile application, which utilizes modern technologies such as VR and AR in combination with gamification elements, offers an innovative approach to learning and preserving cultural heritage, particularly tailored to the needs and interests of younger generations. The high level of interest and positive prototype testing results indicate the potential for a successful market launch. However, it is important to acknowledge the limitations of this research. One significant constraint was the sample size, which, while providing valuable insights, may not fully represent the broader population of potential users and stakeholders. The focus groups and interviews were conducted with a limited number of participants, primarily from academic and cultural heritage backgrounds. This could lead to bias in understanding the diverse perspectives of users from different demographics and geographical locations.