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Archaeogaming As Scholarly Play : The Intersection of Archaeology and Gaming.
- Format:
- Book
- Author/Creator:
- Victor, Megan Rhodes.
- Language:
- English
- Subjects (All):
- Virtual reality in archaeology.
- Video games in education.
- Physical Description:
- 1 online resource (257 pages)
- Edition:
- 1st ed.
- Place of Publication:
- New York, NY : Berghahn Books, Incorporated, 2026.
- Summary:
- Mainstream Cultural Relevance: Uses world-famous franchises like Zelda, Fallout, and The Elder Scrolls to make complex archaeological theories accessible and engaging for a global gaming audience. Innovative Educational Toolkit: Provides practical, modern strategies for using video games as pedagogical tools to teach history, ethics, and research methodology in the classroom. Critical Ethical Analysis: Examines how digital media shapes public perception of "ownership" of the past, challenging traditional stereotypes of archaeologists and tomb-raiding adventurers.
- Contents:
- Half-title
- Title page
- Copyright information
- Table of contents
- List of figures
- List of Tables
- Acknowledgments
- List of Abbreviations
- Introduction Why Play with the Past?: Archaeogaming, Ludology, and a Brief Introduction
- Part I. Archaeogaming: Representation &
- Pedagogy
- Chapter 1 Publish (or Plunder) or Perish?: Women and Professional Archaeology in The Elder Scrolls Online
- Chapter 2 The 4X Model Game and the Archaeology of Movement, Migration, and Settler Colonialism
- Chapter 3 The Roots of the Tech Tree: City- Building Games as a Learning Tool for Early Urbanization
- Chapter 4 Who Is Holding the Controller of This Narrative?: Combatting Antiquated Representations of Archaeology with The Elder Scrolls Online's Antiquities System
- Part II. Archaeogaming: Methodology &
- Theory
- Chapter 5 It's an Open World Out There: Using Open- World Video Games as Pedagogical Tools for Archaeological Survey
- Chapter 6 Nixtun-Ch'ich' in Roblox: An Icarian Fall into an Ancient Maya City
- Chapter 7 Fallout 3: A Cultural Imagined Landscape or an Imaginary Non-place?
- Chapter 8 The Implications of Neurodiversity in Archaeogaming
- Conclusion Where We Are and Where We Are Going: A Look at the Present and Future of Archaeogaming as a Subfield of Archaeology
- Ludography
- Index.
- Notes:
- Description based on publisher supplied metadata and other sources.
- Part of the metadata in this record was created by AI, based on the text of the resource.
- Other Format:
- Print version: Victor, Megan Rhodes Archaeogaming As Scholarly Play
- ISBN:
- 9781836955689
- OCLC:
- 1594240187
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