LEADER 03631nam 2200649 450 001 9910796820403321 005 20230516113938.0 010 $a1-78533-874-9 024 7 $a10.1515/9781785338748 035 $a(CKB)4100000004835812 035 $a(MiAaPQ)EBC5433082 035 $a(DE-B1597)636950 035 $a(DE-B1597)9781785338748 035 $a(EXLCZ)994100000004835812 100 $a20180709d2018 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aArchaeogaming $ean introduction to archaeology in and of video games /$fAndrew Reinhard 210 1$aNew York ;$aOxford :$cBerghahn Books,$d[2018] 210 4$dİ2018 215 $a1 online resource (236 pages) 311 $a1-78533-872-2 320 $aIncludes bibliographical references and index. 327 $aReal-world archaeogaming -- Playing as archaeologists -- Video games as archaeological sites -- Material culture of the immaterial. 330 $aA general introduction to archeogaming describing the intersection of archaeology and video games and applying archaeological method and theory into understanding game-spaces. ?[T]he author?s clarity of style makes it accessible to all readers, with or without an archaeological background. Moreover, his personal anecdotes and gameplay experiences with different game titles, from which his ideas often develop, make it very enjoyable reading.??Antiquity 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. From the introduction: Archaeogaming, broadly defined, is the archaeology both in and of digital games?  As will be described in the following chapters, digital games are archaeological sites,  landscapes, and artifacts, and the game-spaces held within those media can also be understood archaeologically as digital built environments containing their own material culture? Archaeogaming does not limit its study to those video games that are set in the past or that are treated as ?historical games,? nor does it focus solely on the exploration and analysis of ruins or of other built environments that appear in the world of the game. Any video game?from Pac-Man to Super Meat Boy?can be studied archaeologically. 606 $aVirtual reality in archaeology 606 $aImaging systems in archaeology 606 $aVideo games$xTechnological innovations 606 $aArchaeology$xComputer simulation 610 $aArchaeologists. 610 $aDigital Heritage. 610 $aMaterial Culture. 610 $aarchaeogaming. 610 $aarchaeology. 610 $adigital archaeology. 610 $adigital artifacts. 610 $agaming studies. 610 $agaming. 610 $amedia studies. 610 $avideo games. 615 0$aVirtual reality in archaeology. 615 0$aImaging systems in archaeology. 615 0$aVideo games$xTechnological innovations. 615 0$aArchaeology$xComputer simulation. 676 $a930.10285 686 $aNF 1129$2rvk 700 $aReinhard$b Andrew$01539206 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910796820403321 996 $aArchaeogaming$93789905 997 $aUNINA