Over the last decades, video games have become a pervasive part of society. Today they represent one of the biggest sectors in the entertainment industry and their market share continues to increase. Archaeological content has been often used as a triggering subject but archaeologically inspired interactive entertainment titles are often an outlet for some of the worst kinds of pseudo-archaeological ideas (e.g. Tomb Raider series). Given the significant numbers of the video gaming industry, an evident fascination with the past by designers and consumers of games, and a marked risk of archaeology misconception, I suggest archaeologists should engage more with this medium and especially in SGs becoming the domain experts who select the educational contents and provide scientific validity and reliability. The paper focuses on the Italian experience in the last years where archaeological SGs are finally getting more academic recognition and underlines the positive effects of this approach in terms of educational goals for both kids and adults, widespread accurate knowledge for a wider and more diversified public, and eventually touristic outcomes. These are all aspects that the most recent and significant European conventions and documents concerning cultural heritage sustainable development stressed. Archaeological sites and museums can be greatly benefited by the use of SGs as much as archaeologists: as active agents in this process, they can inject a measure of ethical archaeology in the game industry and reach groups of people that, traditionally, have been relatively untouched by previous public education and outreach.

What if “Lara Croft” Becomes a Video Game Designer? When Archaeologists “Dig” Serious Games

Mariotti, Samanta
2020-01-01

Abstract

Over the last decades, video games have become a pervasive part of society. Today they represent one of the biggest sectors in the entertainment industry and their market share continues to increase. Archaeological content has been often used as a triggering subject but archaeologically inspired interactive entertainment titles are often an outlet for some of the worst kinds of pseudo-archaeological ideas (e.g. Tomb Raider series). Given the significant numbers of the video gaming industry, an evident fascination with the past by designers and consumers of games, and a marked risk of archaeology misconception, I suggest archaeologists should engage more with this medium and especially in SGs becoming the domain experts who select the educational contents and provide scientific validity and reliability. The paper focuses on the Italian experience in the last years where archaeological SGs are finally getting more academic recognition and underlines the positive effects of this approach in terms of educational goals for both kids and adults, widespread accurate knowledge for a wider and more diversified public, and eventually touristic outcomes. These are all aspects that the most recent and significant European conventions and documents concerning cultural heritage sustainable development stressed. Archaeological sites and museums can be greatly benefited by the use of SGs as much as archaeologists: as active agents in this process, they can inject a measure of ethical archaeology in the game industry and reach groups of people that, traditionally, have been relatively untouched by previous public education and outreach.
2020
9783030634636
9783030634643
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11586/560286
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