For many centuries, people have used arts to express their concern in regard to oppression, injustice, and violence. The key motivation for this research is to the wider range of possibilities on how digital technologies can be utilized to reiterating the complicated and layered aspects of traumatic cultural legacies. The data and case studies for this qualitative-descriptive research is derived from numerous academic journals, books and reviews, and in-person visit to the exhibition; in which the chosen case studies are curated based on some predetermined conditions. This research will show how digital technology enable people to play and interact with historical exhibits, and eventually learn from it in an enjoyable way. Specifically, this research highlights the use of Virtual Reality (VR), 360 degrees video, interactive installation, Augmented Reality (AR) and gamification. In the end, this research maintains that digital technologies allow us to digitally preserve, access, and share our traumatic cultural legacies more easily. In the future it is surely offer more opportunities to preserve and promote culture in innovative ways.