Description |
1 online resource (xi, 224 pages) |
Bibliography |
Includes bibliographical references and index. |
Contents |
Real-world archaeogaming -- Playing as archaeologists -- Video games as archaeological sites -- Material culture of the immaterial. |
Summary |
Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. This book serves as a general introduction to "archaeogaming"; it describes the intersection of archaeology and video games and applies archaeological method and theory into understanding game-spaces as both site and artifact. |
Local Note |
eBooks on EBSCOhost EBSCO eBook Subscription Academic Collection - North America |
Subject |
Virtual reality in archaeology.
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Imaging systems in archaeology.
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Archaeology -- Computer simulation.
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Video games -- Technological innovations.
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HISTORY -- Ancient -- General. |
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SOCIAL SCIENCE / Archaeology |
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Archaeology -- Computer simulation |
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Imaging systems in archaeology |
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Virtual reality in archaeology |
Other Form: |
Print version: Reinhard, Andrew. Archaeogaming. New York : Berghahn Books, 2018 9781785338724 (DLC) 2018005079 |
ISBN |
9781785338748 (electronic book) |
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1785338749 (electronic book) |
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9781785338724 (hardcover ; alkaline paper) |
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