top of page
VGL_Banner_wLogo.png

THE INTERACTIVE PAST: ARCHAEOLOGY, HERITAGE AND VIDEO GAMES

Andrew Reinhard, Angus A.A. Mol, Aris Politopoulos, B. Tyr Fothergill, Bart Heijltjes, Catherine Flick, Csilla E. Ariese-Vandemeulebroucke, David Ramos Garcia, Erik Malcolm Champion, Gabrielle Hughes, Guillem H. Pongiluppi, Guillem Laborda Cabo, Hugo Zijlstra, Jakub Majewski, Jasper van Vught, Jeff Sanders, Jesse de Vos, Jorge Caro Saiz, Julianne McGraw, Krijn H.J. Boom, René Glas, Roy van der Schilden, Shawn Graham, Stephen Reid, Tara Jane Copplestone, Xavier Rubio-Campillo



 

Video games, even though they are one of the present’s quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier’s Civilization or Assassin’s Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity’s diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.


The Interactive Past brings together a diverse group of thinkers — including archaeologists, heritage scholars, game creators, conservators and more — who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Paperback


9789088904363

2017

220

English

Hardcover


9789088904370

2017

220

 

TAGS


Publishers: #SidestonePress (Sidestone Press)

Languages: #English

Accessibility: N/A

Year: #Year2017


Companies:

N/A


Public Figures:

N/A


Games:

N/A


Misc:

N/A

Comments


bottom of page