Games People Dig: Are They Archaeological Experiences, Systems or Arguments?

Research output: Chapter in Book/Conference paperConference paperpeer-review

Abstract

One of the many but important dilemmas we may encounter in designing or critiquing games for archaeology (Champion 2015) is determining the why: why we should develop, buy, play, and teach specific games for the above disciplines. For archaeology, I propose there is a further important trifurcation: games aiming to convey an experience of archaeology (Hiriart 2018); games aiming to show how systems, methods, findings, and unknowns interact either to produce that experience; or games revealing what is unknown or debated (how knowledge is established or how knowledge is contested).
Original languageEnglish
Title of host publicationCommunicating the Past in the Digital Age
Subtitle of host publicationProceedings of the International Conference on Digital Methods in Teaching and Learning in Archaeology (12-13th October 2018)
EditorsSebastian Hageneuer
Place of PublicationUK
PublisherUbiquity Press
Pages13-25
ISBN (Electronic)9781911529859, 9781911529866
ISBN (Print)9781911529842
DOIs
Publication statusPublished - 6 Feb 2020
Externally publishedYes
EventInternational Conference on Digital Methods in Teaching and Learning in Archaeology 2018 - University of Cologne, Cologne, Germany
Duration: 12 Oct 201813 Oct 2018

Conference

ConferenceInternational Conference on Digital Methods in Teaching and Learning in Archaeology 2018
Country/TerritoryGermany
CityCologne
Period12/10/1813/10/18

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