## 6 Discussion and Conclusions
### Limitations and Further Research  
There are several limitations to this study. This study focussed on the role of the visitor as a co-creator of the cultural heritage site and did not focus much on the stakeholders as this may involve other levels of co-participants. This includes how technology providers can ensure the sustainable application and innovation of the technology and how heritage site planners can further design interactive content and tour routes. Future research will further identify and consider the role of other stakeholders in the co-creation of experiences in augmented reality technologies through multi-level analyses and qualitative studies of stakeholders to understand their relationships. Secondly, the empirical analyses in this study focused on specific cultural heritage sites, which is a limitation to fully reflect the effects of application in different cultural contexts and social environments; after all, the cultural heritage created by tourists interacting with their cultures in different destinations varies greatly and can add value to the AR tourism experience in digital environments. Future research will conduct a comparative study of cases at different national and international levels to analyze the differences and commonalities in their co-creation experiences. Other mediating variables that may influence the readiness of tourism organizations for strategic value co-creation, such as the scope of knowledge sharing or cultural acceptance, will be considered in order to reveal the effect of factors such as cultural context and type of tourists on the co-creation of Augmented Reality in cultural heritage sites.  
This study focuses on process factors that favor the co-creation of cultural heritage tourism experiences. However, we found that the data collection period at this stage after traveling needs to be further extended and that the data collected in a short period mainly reflected the initial reactions of visitors. Future research could break through the time constraints and establish a research mechanism for long-term tracking studies, staged evaluations, and follow-up interactions and feedback to provide more comprehensive findings that reveal the impact of location-based AR games on long-term memory and perceptions of cultural heritage sites. As technology increasingly allows tourists to access information about destinations anytime, anywhere, and the discoverability of education and knowledge has become another co-driver between the fields of technology and cultural heritage, future new augmented reality game narratives developed for cultural heritage sites could also have a more educational focus, with communication goals aimed at achieving specific civic education activities for the public and co-creation of cultural and educational values.  
Conceptualization, [PERSON] and Y.P.; methodology, [PERSON]; software, [PERSON]; validation, [PERSON] and [PERSON]; formal analysis, [PERSON]; investigation, [PERSON] and [PERSON]; data curation, [PERSON]; writing--original draft preparation, [PERSON]; writing--review and editing, [PERSON]; visualization, [PERSON]; supervision, [PERSON] All authors have read and agreed to the published version of the manuscript.  
This research received no external funding.  
This study was approved by the Institutional Review Board (IRB: KMU-202312-HR-386) at Kookmin University.  
Informed Consent Statement: Informed consent was obtained from all subjects involved in the study.  
All data generated or analyzed during this study are included in this article. The raw data are available from the corresponding author upon reasonable request.  
The authors would like to thank all the participants in this study for their time and willingness to share their experiences and feelings.