Playing With A Career in Ruins : game Design and Virtual Heritage

Main Article Content

Erik Champion
The following paper outlines differences between conventional virtual environments and computer games, and argues the particular strengths and weaknesses of using computer games for creating archaeological reconstructions need to carefully thought out and addressed. Limitations include the problem of procedural versus prescriptive learning, conceptual thinking, cognitive loading, non-violent interaction, and historical authenticity. Several possible solutions are briefly outlined, which include developing role-playing genres, incorporating biofeedback, adopting vague and indeterminable place-like boundaries, alluding to different cultural beliefs through realm-based physics, and emplying detective-style game techniques to help convey prescriptive knowledge (such as conveyed in archaeological texts) to a wider audience.

Article Details

How to Cite
Champion, Erik. “Playing With A Career in Ruins : game Design and Virtual Heritage”. Treballs d’Arqueologia, no. 12, pp. 45-61, https://raco.cat/index.php/TreballsArqueologia/article/view/58275.