Virtual reality (VR) is an engaging feature that enables individuals to virtually interact within constructed settings and encounter them on a human scale using digital technology. For more than twenty years, virtual heritage (VH) capabilities have been a hot study topic among archaeologists and historians. Virtual legacy projects, with the exception of those created for the entertainment business, are mostly created by academics and researchers. Owing to their disorganized form and dearth of opportunity to reconnoiter within and around the environment, archaeological artifacts, pictures, drawings, textural records, and other materials fail to generate a comprehensive image of the vanished structure in our minds. These virtual legacy drives are basically worried about the 'Interaction' or the 'Items' (Virtual Reality frameworks), however they overlook the end-clients, or 'Individuals' who will use the framework. Humans are cultural beings with distinct cultural and demographic characteristics, therefore cultural interpretation, appraisal, and response are all subjective. To various individuals, different cultural environments have distinct meanings. As a result, in order to successfully teach about the past, it is critical to establish what end-user welfares are in a virtual historical setting. The goal of this study is to learn about users' experiences when a first-person shooter is used. The museum's visitors are shown a virtual reality-based reconstruction of a long-lost structure. This is a qualitative study interested in digitally rebuilding a lost structure utilizing museum resources and understanding the viewpoint of end-users (museum visitors) using Head Mounted Display-based first-person virtual heritage contexts in the presented work. The findings revealed significant design aspects for first-person virtual heritage settings, as well as qualities of historical and cultural knowledge that are critical for heritage learning in a first-person VH environment.