Please use this identifier to cite or link to this item: http://hdl.handle.net/2445/182431
Title: Explaining Archaeological Research with Video Games.The case of Evolving Planet
Author: Rubio, Xavier
Caro Saiz, Jorge
Pongiluppi, Guillem H.
Laborda Cabo, Guillem
Ramos García, David
Keywords: Videojocs
Arqueologia
Jocs de simulació
Video games
Archaeology
Simulation games
Issue Date: 2017
Publisher: Sidestone Press, Leiden
Abstract: Archaeology has seen a large number of digital innovations during recent decades. Geographical Information Systems, archaeometry, or laser scanning are only some of the methodological advances of the discipline. However, the public image of how archaeology works is roughly the same as it was several years ago. Public fascination with archaeology is built upon a sense of discovery. Fictional works such as Indiana Jones, the Tomb Raider series (Core Design & Crystal Dynamics 1996-2016) or Uncharted series (Naughty Dog 2007-2016) are based on the concept of solving a mystery by unearthing an artefact or a city that has been forgotten for centuries (Meyers Emery & Reinhard 2015). Non-fiction but still popular media producers, such as Time Team or National Geographic, also promote this sense of wonder while emphasizing the rigorous methodology of archaeological research – as distant from these fictional pillagers as can be imagined.
It is part of: Capítol del llibre a: Rubio, Xavier; Caro Saiz, Jorge; Pongiluppi, Guillem H.; Laborda, Guilem; Ramos, David. The Interactive Past: A Book on Video Games and Archaeology, 2017. Sidestone Press, Leiden. ISBN 978-90-8890-436-3. (pp. 153-165).
URI: http://hdl.handle.net/2445/182431
Appears in Collections:Llibres / Capítols de llibre (Didàctiques Aplicades)

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