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VIDEO GAMES AND ARCHAEOLOGY<br />

Figure 1. Survey results indicating the division of gamers and non-gamers, as well as the gender balance, for student vs. staff respondents. Image by VALUE.<br />

the story (66 percent), and game characters (38 percent) are<br />

the three most important aspects of video games that attract<br />

archaeologists. 2 The respondents were then asked to list<br />

three games they have played that were “historical” and three<br />

games that were “archaeological.” The phrasing was purposefully<br />

vague to allow respondents to associate broadly on<br />

the topics of archaeology and history. Respondents listed<br />

more “historical” (171) than “archaeological” (91) games.<br />

More unique historical games were mentioned than archaeological<br />

games (38 and 25 different games, respectively).<br />

Additionally, historical games were repeated more frequently<br />

(see Table 1). These results show that “history” is more<br />

apparent in or more commonly associated with video games<br />

than “archaeology.” It also seems to indicate that history was<br />

more broadly associated with the past in games, while<br />

archaeology was related more specifically with (stereotypes<br />

of) the profession and methodology. As such, there is a clear<br />

Table 1. Historical and Archaeological Games as<br />

Identified by the Respondents.<br />

Most<br />

Most<br />

mentioned<br />

mentioned<br />

historical<br />

archaeological<br />

games<br />

games<br />

Age of Empires series (39) Tomb Raider series (29)<br />

Assassin’s Creed series (34) Civilization V (11)<br />

Total War series (22) Indiana Jones (6)<br />

potential for video games to incorporate more archaeological<br />

elements or gameplay in order to make our discipline’s<br />

unique understanding of the human past more immediately<br />

apparent to players.<br />

Enjoyment/Importance Paradox<br />

When it comes to the inclusion of archaeological aspects 3 in<br />

a game, the majority of respondents indicated that they<br />

highly enjoy them (see Figure 2): 51 percent stated that they<br />

found archaeology “a lot” or “extremely” enjoyable. Even so,<br />

they indicated that they felt neutral on average about the<br />

importance of these archaeological elements in video games.<br />

In other words, many archaeologists seek to play games that<br />

are linked to their studies or occupation, and they enjoy the<br />

incorporation of archaeology in games. This is the case even<br />

if the actual archaeological elements in these games are<br />

stereotypes, oversimplifications, or other forms of misrepresentation.<br />

This points to a paradoxical situation in which<br />

archaeologists enjoy games as entertainment but do not rate<br />

games to be an important and inherently valuable form of<br />

“infotainment” for archaeology. This paradox is further illustrated<br />

in the answers to an open question in our survey about<br />

the representativeness of archaeology in video games. 4<br />

When asked about this representativeness, we received<br />

mostly negative responses, centered on three issues. First, it<br />

was noted that games are more about treasure hunting than<br />

12 The <strong>SAA</strong> Archaeological Record • November 2016

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