• Part of
    Ubiquity Network logo
    Join Mailing List Publish with us

    Read Chapter
  • No readable formats available
  • Games People Dig: Are They Archaeological Experiences, Systems or Arguments?

    Erik Malcolm Champion

    Chapter from the book: Hageneuer, S. 2020. Communicating the Past in the Digital Age: Proceedings of the International Conference on Digital Methods in Teaching and Learning in Archaeology (12th-13th October 2018).

    Buy Hardback

    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).

    Chapter Metrics:

    How to cite this chapter
    Champion, E. 2020. Games People Dig: Are They Archaeological Experiences, Systems or Arguments?. In: Hageneuer, S (ed.), Communicating the Past in the Digital Age. London: Ubiquity Press. DOI: https://doi.org/10.5334/bch.b

    This is an Open Access chapter distributed under the terms of the Creative Commons Attribution 4.0 license (unless stated otherwise), which permits unrestricted use, distribution and reproduction in any medium, provided the original work is properly cited. Copyright is retained by the author(s).

    Peer Review Information

    This book has been peer reviewed. See our Peer Review Policies for more information.

    Additional Information

    Published on Feb. 6, 2020


    comments powered by Disqus