
Experimenting with Twine
In doing the research for my dissertation, I discovered Twine, the open source software for creating non-linear stories. Twine seems useful in making historical sources more accessible and fun for […]
Exploring the archaeology in (and of) video games.
In doing the research for my dissertation, I discovered Twine, the open source software for creating non-linear stories. Twine seems useful in making historical sources more accessible and fun for […]
After Assassin’s Creed: Odyssey, I was thrilled for the release of Assassin’s Creed: Valhalla. I preordered a gold edition steel book since I like collecting physical copies of games, as […]
A few years ago, Nick Pearce reached out to the website to talk about his game: The Forgotten City. Based upon his mod of the same name, the game has […]
This is a guest post by Sherine Hamade with consultations from the Hades beta tester, Cian Sutherland. Sherine Hamade (they/them) is a graduate student studying Public History at the University […]
This serves as a preliminary analysis of the ACO Discovery Tour. The interactive projects are available here. For more information on these specific project methods, see these posts on the temporal and […]
Archaeogaming is the archaeology in and of games. This post describes initial work into an investigation of the Assassin’s Creed Odyssey Discovery Tour more info locations and points of interest, specifically that of the temporal locations of the works of art and archaeological materials featured in the game.
Archaeogaming is the study in and of games. Detroit Become Human serves as a prime example of affective story telling for the purpose of engagement and discussion by a wider public on the issues of civil rights and technology. Archaeologists can use Detroit Become Human as an example for successful public outreach via digital games.