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dc.contributor.authorChampion, Erik
dc.date.accessioned2018-02-01T05:24:28Z
dc.date.available2018-02-01T05:24:28Z
dc.date.created2018-02-01T04:49:20Z
dc.date.issued2017
dc.identifier.citationChampion, E. 2017. Single White Looter: Have Whip, Will Travel. In The Interactive Past Archaeology, Heritage, and Video Games, 107-122. The Netherlands: Sidestone Press.
dc.identifier.urihttp://hdl.handle.net/20.500.11937/62563
dc.description.abstract

This paper focuses on how generic game-based interaction could help improve the design of video games for archaeological (and heritage) purposes. I will address three questions: 1. Can we use genres to classify, evaluate, and predict the impact and success of games in archaeological research? 2.If the answer to the first question is not clear, are there common elements or features in computer games that would help us understand the difficulty of developing games for archaeology? 3. Given our understanding of these common game elements or features, could a refined theory of game mechanics help computer games convey archaeological method and archaeological interpretations?

dc.publisherSidestone Press
dc.relation.urihttps://www.oxbowbooks.com/oxbow/catalogsearch/advanced/result/?publisher=Sidestone%20Press
dc.titleSingle White Looter: Have Whip, Will Travel
dc.typeBook Chapter
dcterms.source.startPage107
dcterms.source.endPage122
dcterms.source.titleThe Interactive Past Archaeology, Heritage, and Video Games
dcterms.source.isbn9088904375
dcterms.source.placeThe Netherlands
dcterms.source.chapter16
curtin.departmentSchool of Media, Creative Arts and Social Inquiry (MCASI)
curtin.accessStatusFulltext not available


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