Bibliography

Archaeogaming continues to be published in peer-reviewed journal articles, in book chapters, in popular archaeology magazines, and in standalone monographs. Below is a growing list of publications focusing on video/digital game archaeology (with a bit of history and pedagogy thrown in for good measure). Archaeogaming theses and dissertations for MA, MSc, and PhD work are grouped together at the bottom of this page.

I have added links to Worldcat (for books) and to either full-text articles (where available) or the current homes of paywalled articles.

NOTE: This list is always growing, but can serve as a starting point for finding published archaeogaming scholarship. If you have published something on archaeogaming, or if you would like to add archaeogaming bibliography, please email your citation(s) to Andrew Reinhard (archaeogaming at gmail dot com). Scholarship in languages other than English are welcome.

Archaeogaming Scholarship/Bibliography

Aycock. J. 2016. Retrogame Archaeology: Exploring Old Computer Games. Springer.

Aycock, J. and A. Reinhard. 2017 (forthcoming). “Copy Protection in Jet Set Willy: Developing Methodology for Retrogame Archaeology.” Internet Archaeology.

Bainbridge, W. S. 2010. The Warcraft Civilization: Social Science in a Virtual World. Cambridge, Mass.: MIT Press.

Boellstorff, T., B. Nardi, C. Pearce, and T. L. Taylor. 2012. Ethnography and Virtual Worlds: A Handbook of Method. Princeton: Princeton University Press.

Champion, E. M. 2017a (forthcoming). “Single White Looter: Have whip, will travel,” in The Interactive Past: Archaeology, Heritage, and Video Games (ed. A. A. Mol, C. E. Ariese-Vandemeulebroucke, K. H. J. Boom, and A. Politopoulos). Sidestone Press.

Champion, E. M. 2017b. “Bringing Your A-Game to Digital Archaeology: Issues with Serious Games and Virtual Heritage and What We can Do About It.” SAA Archaeological Record 17 (2): pp. 24–27.

Champion, E. M. 2016a. “Entertaining the Similarities and DSistinctions between Serious Games and Virtual Heritage Projects.” Entertainment Computing 14, pp. 67–74.

Champion, E. M. 2016b. “A 3D Pedagogical Heritage Tool Using Game Technology.” Mediterranean Archaeology and Archaeometry 16.5: 63–72.

Champion, E. M. 2015. Critical Gaming: Interactive History and Virtual Heritage. Routledge.

Champion, E. M. 2014a. “Theoretical Issues for Game-Based Virtual Heritage” in Immersive Education (ed. M. Ebner et al.), pp. 125–136. Springer.

Champion, E. M. 2014b. “History and Heritage in Virtual Worlds,” in The Oxford Handbook of Virtuality (ed. M. Grimshaw). Oxford University Press.

Champion, E. M. 2011. Playing with the Past. Springer.

Chapman, A. 2016. Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice. Routledge.

Chapman, A. 2010. “A Playful Past: The Videogame as Historical Narrative,” in From Fiction to Reality: Image, Imaginary, Imagology (ed. A. Mihalache and S. M. Barutcieff). Lasi.

Cook Inlet Tribal Council. 2017 (forthcoming). “Storytelling for the Next Generation: How a nonprofit in Alaska harnessed the power of video games to share and celebrate cultures,” in The Interactive Past: Archaeology, Heritage, and Video Games (ed. A. A. Mol, C. E. Ariese-Vandemeulebroucke, K. H. J. Boom, and A. Politopoulos). Sidestone Press.

Copplestone, T. 2017a. “Adventures in Archaeological Game Creation,” SAA Archaeological Record 17 (2): pp. 33–39.

Copplestone, T. 2017b (forthcoming). “Designing and Developing a Playful Past in Video-Games,” in The Interactive Past: Archaeology, Heritage, and Video Games (ed. A. A. Mol, C. E. Ariese-Vandemeulebroucke, K. H. J. Boom, and A. Politopoulos). Sidestone Press.

Copplestone, T. 2016. “But that’s not Accurate: The Differing Perceptions of Accuracy in Cultural Heritage Videogames Between Creators, Consumers, and Critics.” Rethinking History. DOI: 10.1080/13642529.2017.1256615.

Copplestone, T. 2014. “Clifford’s Tower 1263 AD: Gaming Technologies for Archaeological Uses.” Methods and Apparatus 1, pp. 22–26.

Copplestone, T. and S. Perry. 2016. “The Heritage Jam,” Archaeology Scotland 25 (Spring 2016), pp. 12–13.

Dennis, L. M. 2016. “Archaeogaming, Ethics, and Participatory Standards.” SAA Archaeological Record 16(5): 29–33.

Ducheneaut, N., N. Yee, E. Nickell, and R. J. Moore . 2007. “The Life and Death of Online Gaming Communities: A Look at Guilds in World of Warcraft,” CHI 2007 Proceedings, 839–48.

Fothergill, T. and C. Flick. 2017 (forthcoming). “Chickens in Video Games: Archaeology and ethics inform upon complex relationships,” in The Interactive Past: Archaeology, Heritage, and Video Games (ed. A. A. Mol, C. E. Ariese-Vandemeulebroucke, K. H. J. Boom, and A. Politopoulos). Sidestone Press.

Gardener, A. 2012. “Strategy Games and Engagement Strategies,” in Archaeology and Digital Communication: Towards Strategies of Public Engagement (ed. C. Bonacchi), pp. 38–49. Archetype Publications.

Gardner, A. 2007. “The Past as Playground: The Ancient World in Video Game Representation,” in Archaeology and the Media (ed. T. Clack and M. Brittain), pp. 255–272. Left Coast Press.

Glas, R., J. de Vos, J. van Vught, and H. Zijlstra. 2017 (forthcoming). “Playing the Archive: Let’s Play videos, game preservation, and the exhibition of play,” in The Interactive Past: Archaeology, Heritage, and Video Games (ed. A. A. Mol, C. E. Ariese-Vandemeulebroucke, K. H. J. Boom, and A. Politopoulos). Sidestone Press.

Goldberg, D. and L. Larrson. 2015. Introduction: Post-Escapism: A New Discourse on Video Game Culture. In The State of Play: Creators and Critics on Video Game Culture, edited by D. Goldberg and L. Larsson, 7–14. New York: Seven Stories Press.

González-Tennant, E. 2016. “Archaeological Walking Simulators.” SAA Archaeological Record 16(5): 23–28.

Graham, S. 2017 (forthcoming). “On Games that Play Themselves: Agent based models, archaeogaming, and the useful deaths of digital Romans,” in The Interactive Past: Archaeology, Heritage, and Video Games (ed. A. A. Mol, C. E. Ariese-Vandemeulebroucke, K. H. J. Boom, and A. Politopoulos). Sidestone Press.

Graham, S. 2016. “The Archaeologist Who Studies Video Games and the Things He Learned There.” SAA Archaeological Record 16(5): 16–18.

Graham, S. 2014a. “Pulling Back the Curtain: Writing History Through Video Games,” in Web Writing: Why and How for Liberal Arts Teaching and Learning (ed. J. Dougherty and T. O’Donnell). University of Michigan Press/Trinity College ePress edition.

Graham, S. 2014b. “Rolling Your Own: On Modding Commercial Games for Educational Goals,” in Pastplay: Teaching and Learning History with Technology (ed. K. Kee), pp. 214–227. University of Michigan Press.

Graham, S., A. Arya, P. Hartwick, and N. Nowlan. “Collaborating through Space and Time in Educational Virtual Environments: 3 Case Studies.” The Journal of Interactive Technology and Pedagogy 2.

Guins, R. 2014. Game After: A Cultural Study of Video Game Afterlife. Cambridge, Mass.: MIT Press.

Hiriart, J. F. 2016. “Surviving the Middle Ages: Notes on Crafting Gameplay for a Digital Historical Game.” SAA Archaeological Record 16(5): 34–37.

Huffer, D. 2009. “Conserving the past through play: educational gaming and anti-looting outreach in Cambodia.” Bulletin of the Indo-Pacific Prehistory Assoc. 29, pp. 92–101.

Huffer, D. and M. Oxenham. 2015. “How Much Life Do I Lose from the Plague: Educational Board Games as Teaching Tools in Archaeology and Ancient History Courses.” Public Archaeology 14:2, pp. 81–91.

Hughes, G. 2017 (forthcoming). “Tradigital Knowledge: Indigenous video games, copyright, and the protection of traditional knowledge,” in The Interactive Past: Archaeology, Heritage, and Video Games (ed. A. A. Mol, C. E. Ariese-Vandemeulebroucke, K. H. J. Boom, and A. Politopoulos). Sidestone Press.

Kee, K. and S. Graham. 2014. “Teaching History in an Age of Pervasive Computing: The Case for Games in the High School and Undergraduate Classroom,” in Pastplay: Teaching and Learning History with Technology (ed. K. Kee), pp. 270–291. University of Michigan Press.

King, B. and J. Borland. 2004. Dungeons and Dreamers: The Rise of Computer Culture from Geek to Chic. New York: McGraw-Hill/Osborne.

Lowe, D. 2013. Always Already Ancient: Ruins in the Virtual World. In Greek and Roman Games in the Computer Age, edited by Thea S. Thorsen, 53–90. Trondheim: Fagbokforlaget.

Lowe, D. 2009. “Playing with Antiquity: Videogame Receptions of the Classical World,” in Classics for All: Re-Working Antiquity in Mass Cultural Media (ed. D. Lowe and K. Shahabudin), pp. 62–88. Cambridge Scholars Press.

Majewski, J. 2017 (forthcoming). “The Potential for Modding Communities in Cultural Heritage,” in The Interactive Past: Archaeology, Heritage, and Video Games (ed. A. A. Mol, C. E. Ariese-Vandemeulebroucke, K. H. J. Boom, and A. Politopoulos). Sidestone Press.

Mäyrä, F. 2008. An Introduction to Games Studies: Games in Culture. Los Angeles: SAGE Publications.

McCall, J. 2016. “Teaching History with Digital Historical Games.” Simulation & Gaming 47:4, pp. 517–542.

McCall, J. 2013. Gaming the Past: Using Video Games to Teach Secondary History. Routledge.

McGraw, J., S. Reid, and J. Sanders. 2017 (forthcoming). “Crafting the Past: Unlocking new audiences,” in The Interactive Past: Archaeology, Heritage, and Video Games (ed. A. A. Mol, C. E. Ariese-Vandemeulebroucke, K. H. J. Boom, and A. Politopoulos). Sidestone Press.

Meades, A. F. 2015. Understanding Counterplay in Video Games. Routledge.

Minkin, L. and F. Summers. 2016. “How to Accommodate Grief in Your Life.” Philosophy of Photography 7:1–2, pp. 83–113.

Mol, A, A., C. E. Ariese-Vandemeulebroucke, K. K. J. Boom, A. Politopoulos, and V. Vandemeulebroucke. 2016. “Video Games in Archaeology: Enjoyable but Trivial?” SAA Archaeological Record 16(5): 11–15.

Mol, A. A., C. E. Ariese-Vandemeulebroucke, K. H. J. Boom, and A. Politopoulos. 2017 (forthcoming). “Leveling Up: The future of interactive pasts,” in The Interactive Past: Archaeology, Heritage, and Video Games (ed. A. A. Mol, C. E. Ariese-Vandemeulebroucke, K. H. J. Boom, and A. Politopoulos). Sidestone Press.

Myers Emery, K. and A. Reinhard. 2016. “Trading Shovels for Controllers: A Brief Exploration of the Portrayal of Archaeology in Video Games.” Public Archaeology 14.2, pp. 137–149.

Morgan, C. 2017. “An Unexpected Archaeology: An Interventionist Strategy for Video Games and Archaeology,” SAA Archaeological Record 17 (2): pp. 28–32.

Morgan, C. 2016. “Video Games and Archaeology,” SAA Archaeological Record 16(5): 9–10.

Pias, C. 2011. The Game Player’s Duty: The User as the Gestalt of the Parts. In Media Archaeology: Approaches, Applications, and Implications, edited by E. Huhtamo and J. Parikka, 164–183. Los Angeles: University of California Press.

Reinhard, A. 2017a (forthcoming). Archaeogaming: An Introduction to Archaeology in and of Video Games. Berghahn Books.

Reinhard, A. 2017b (forthcoming). “Video Games as Archaeological Sites: Treating Digital Entertainment as Built Environments,” in The Interactive Past: Archaeology, Heritage, and Video Games (ed. A. A. Mol, C. E. Ariese-Vandemeulebroucke, K. H. J. Boom, and A. Politopoulos). Sidestone Press.

Reinhard, A. 2016. “Toward Archaeological Tools and Methods for Excavating Virtual Spaces.” SAA Archaeological Record 16:5, 19–22.

Reinhard, A. 2015a. “Excavating Atari: Where the Media was the Archaeology.” Journal of Contemporary Archaeology 2:1, pp. 86-93.

Reinhard, A. 2015b. “Gaming the System: A Numismatic Primer for Video Games.” ANS Magazine 2015.1, pp. 26-37.

Reinhard, A. 2015c. “Review of Never Alone [game].” Internet Archaeology 38. (http://intarch.ac.uk/journal/issue38/6/reinhard.html)

Reinhard, A. 2014. “The Video Game Graveyard.” Archaeology magazine, July/August 2014, pp. 11–12.

Reinhard, A., W. Caraher, R. Rothaus, R. Guins, and B. Weber. 2014. “Why We Dug Atari.” The Atlantic (online edition, August 7, 2014).

Rubio-Campillo, X., J. C. Saiz, G. H. Pongiluppi, G. L. Cabo, and D. R. Garcia. 2017 (forthcoming). “Explaining Archaeological Research with Video Games: The case of Evolving Planet,” in The Interactive Past: Archaeology, Heritage, and Video Games (ed. A. A. Mol, C. E. Ariese-Vandemeulebroucke, K. H. J. Boom, and A. Politopoulos). Sidestone Press.

van der Schilden and B. Heijltjes. 2017 (forthcoming). “Herald: How Wispfire used history to create fiction,” in The Interactive Past: Archaeology, Heritage, and Video Games (ed. A. A. Mol, C. E. Ariese-Vandemeulebroucke, K. H. J. Boom, and A. Politopoulos). Sidestone Press.

Sotamaa, O. 2014. “Artifact,” in The Routledge Companion to Video Game Studies, edited by M. J. P. Wolf and B. Perron, 3–9. New York: Routledge.

Therrien, C. 2012. Video Games Caught Up in History. In Before the Crash: Early Video Game History, edited by M. J. P. Wolf, 9–29. Detroit: Wayne State University Press.

Watrall, E. 2002a. “Interactive Entertainment as Public Archaeology,” SAA Archaeological Record (2)2: 37–39.

Watrall, E. 2002b. “Digital Pharaoh: Archaeology, Public Education, and Interactive Entertainment.” Public Archaeology 2:3, pp. 163–169.

Theses and Dissertations

Copplestone, Tara. 2014. Playing With The Past: The Possibilities and Pitfalls of Video-Games for and About Cultural Heritage. University of York (MSc).

Johnson, Emily. 2013. Experienced Archaeologies: A mini-ethnography exploring the way in which people engage with the past in single player role-playing videogames. University of York (MA).

Rice, Hannah. 2014. Exploring the Pedagogical Possibilities of applying Gaming Theory and Technologies to Historic Architectural Visualisation. University of York (MSc).

Don’t see your work (or the work of a colleague) cited? Email the citation to Andrew Reinhard at archaeogaming at gmail dot com.

Advertisements