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 language | English |
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Title of host publication | Communicating the Past in the Digital Age |
Subtitle of host publication | Proceedings of the International Conference on Digital Methods in Teaching and Learning in Archaeology (12-13th October 2018) |
Editors | Sebastian Hageneuer |
Place of Publication | UK |
Publisher | Ubiquity Press |
Pages | 13-25 |
ISBN (Electronic) | 9781911529859, 9781911529866 |
ISBN (Print) | 9781911529842 |
DOIs | |
Publication status | Published - 6 Feb 2020 |
Externally published | Yes |
Event | International Conference on Digital Methods in Teaching and Learning in Archaeology 2018 - University of Cologne, Cologne, Germany Duration: 12 Oct 2018 → 13 Oct 2018 |
Conference
Conference | International Conference on Digital Methods in Teaching and Learning in Archaeology 2018 |
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Country/Territory | Germany |
City | Cologne |
Period | 12/10/18 → 13/10/18 |