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Classics, Animation and Videogames and Interactive texts

 

Books and articles about teaching and learning about the ancient world through videogames.

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Steven Hunt bears no responsibility for the content or advice given in them.

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Articles, books, blogs and podcasts about classics and animations

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Ancient Rome Live (2023). [YouTube video] Ancient Rome Reborn Through Virtual Reality. 

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Cole, R. (2022). Mashing Up History and Heritage in Assassin’s Creed Odyssey. Games and Culture, 17(6), 915-928.

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Digital Maps of the Ancient World: Video Games list.

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Duffy, W. (2024).Twenty-sided Monsters: The Reception of Classical Monsters in Dungeons & Dragons. New Voices in Classical Reception Studies, 14.

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Jones, K - 'Flavian Sophist' (2023) the Lore Tab

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Keefer, K. (2023). Becoming Bayek: Blackness, Egypt, and Identity in Assassin's Creed: Origins.  Games and Culture, 18(7), 940-958.

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Lawrence, R. (2018). From Research in Roman History to Cartoons and Outreach in UK Schools. In Natoli, B. and Hunt, S. (Eds). Natoli, B and Hunt, S. (2019). Teaching Classics with Technology. London: Bloomsbury Academic.

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mythwrecked: Amrbosia island. Game. 

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McCall, J. (2025) [Blog] Twine Interactive Game Choice.

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Nevin, S. (2025) [Bog] Teaching Ancient Greece: Lesson Plans, Animations, and Resources. 

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Nolting, K. (2025). [Blog} Gaming the Battle of Alesia: a lesson in ethics

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Pueblo, J. (2023). A Possession for All Time: Athenian Democracy and Assassin's Creed: Odyssey.  Thesis: Brigham Young University.

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Save Ancient Studies (2023) Archaeogaming Educational Modules.

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Sommerfeldt, J. (2022). The Case for Archaeogaming and Affectiveness: Olympia as a Case Study in Assassin’s Creed Odyssey. Thesis: Queen's University Belfast.

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Sulprizio, C. (2022). Animated Antiquity.  Cartoon Representations of Greece, Rome and Beyond. Web Blog and archive

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Vandewalle, A. and Paprocki, M. (2024) Mythological Comedy through Incongruity in Immortals Fenyx Rising: Humor and Playfulness in Antiquity Games. Game Studies, 24, 4. 

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Articles, blogs and podcasts about teaching and learning through videogames and interactive texts

 

Andrews, T. (2022). Assassin’s Creed: Odyssey: A Walk Through the Past. Working Classicists.

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Arbuckle MacLeod C. (2021) Undergraduate Teaching and Assassin’s Creed: Discussing Archaeology with Digital Games. Advances in Archaeological Practice. 9(2):101-109.

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Benosn, J. (2023). Total War: Pharaoh bends history to give us an up-close view of ancient Egypt’s downfall. The Guardian. 

 

Cannatella, P. (2022). Student and teacher perceptions of the value of Total War: Saga in motivating KS3 students in an all-boys state school. Journal of Classics Teaching, 45, 22-32.

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Caracciolo, M. (2022). Materiality, Nonlinearity, and Interpretive Openness in Contemporary Archaeogames. Eludamos, 13, 1.

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Champion, E. and Vera, J. F. H. (2024). Assassin’s Creed in the Classroom. History’s Playground or a Stab in the Dark? DeGruyer / Brill.

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Christesen, P. and Machado, D. (2010). Video Games and Classical Antiquity. Classical World, 104, 1, 107-110.

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Connolly, T., Boyle, E., MacArthur, E., Hainey, T. and Boyle, J. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, (59) pp. 661-686.

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Cook, K. (2025) [blog] Women’s Histories in Historical Games. Historical Games Network. ​

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Draycott, J. and Cook, K. (eds.) (2022). Women in Classical Video Games. London: Bloomsbury.

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Ellenberger K.(2017) Virtual and Augmented Reality in Public Archaeology Teaching. Advances in Archaeological Practice. 5(3):305-309.

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Fleck, B., Beckman, L., Sterns, J. and Hussey, H. (2014). YouTube in the Classroom: Helpful Tips and Student Perceptions. The Journal of Effective Teaching (14.3) pp. 21-37.

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Forsyth, E. (2021) Learning through play: Games and crowdsourcing for adult education. Australasian Public Libraries and Information Services, 25(4), pp. 166.

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Forsyth, H. (2022). Building a virtual Roman city: Teaching history through video game design. Journal of Classics Teaching, 1-10.

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Gamerant (n.d.) The 22 Best Games For Fans Of Roman History.

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Hinde, T. (2019). Creative ways to use Assassin’s Creed: Odyssey in your classroom. Available at: http://www.quinquennium.com/creative-ways-to-use-assassins-creed-odyssey-in-your-classroom/

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Historical Games Network (2024). [Blog] Levelling up: the evolving relationship between museums and video games. Historical Games network.

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Historical Games Network (2024) [Blog] AI and Historical Storytelling: Navigating a Cultural Revolution. Historical Games network.

 

Karabinus, Alisha, Carly A. Kocurek, Cody Mejeur, and Emma Vossen, eds. (2025). Historiographies of Game Studies: What It Has Been, What It Could Be. Punctum Books. (open access).

 

Karsenti, T. and Parent, S. (2020). Teaching history with the video game Assassin's Creed: effective teaching practices and reported learning. Review of Science, Mathematics and ICT education, (14), pp 27-45.

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Landa YR, Thompson AE (2023). Field Notes and Fictional Realms: How Archaeology Is Portrayed in the League of Legends Lore. Advances in Archaeological Practice. 11(2):258-263.

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Lorber, M. and Zimmermann, F. (2020). History in games.

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Lynch, J. (2025). Assassin’s Creed is Finally Taking Gamers to Ancient Rome. Gaming Bible.

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Marcus, A., and Stoddard, J. (2009). The Inconvenient Truth about Teaching History with Documentary Film: Strategies for Presenting Multiple Perspectives and Teaching Controversial Issues. The Social Studies, (100) pp.279-284.

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McCall, J. (2010) [Blog] The Unexamined Game is Not Worth Playing…

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McCall, J. (2016). Teaching history with digital historical games: An introduction to the field and best practices. Simulation & Gaming, (47.4) pp. 517–542. 

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McCall, J. (2018). Path of Honors: Towards a Model for Interactive History Texts with Twine. Epoiesen: A Journal for Creative Engagement in History and Archaeology. 

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McCall, J. (2024) Agents, Goals, and Action-Choices. Thersites, 18.

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McCall, J. (2024) [Blog] Twine, Inform, and Designing Interactive History Texts. 

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McKee, G and Wolin, D. (eds)  (2022) Re-Rolling the Past: Representations and Reinterpretations of Antiquity in Analog and Digital Games. Conference papers.

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Mitchell, A. and Savill-Smith, C. (2004). The Use of Computer and Video Games for Learning: A Review of the Literature. London: Learning Skills and Development Agency.

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Mol AAA, Politopoulos A, Ariese-Vandemeulebroucke CE (2017). “From the Stone Age to the Information Age”: History and Heritage in Sid Meier’s Civilization VI. Advances in Archaeological Practice. 5(2):214-219. 

 

Moore, R. (2022). Nobody’s Business but the Gauls? – Total War, the Iron Age and Popular Media. Working Classicist Blog. 

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Newcastle University (2022). Vindolanda Adventure: New online game opens up fort's history

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Nicholls, F. S. (2025). [Blog} Forget Tomb Raider and Uncharted, there’s a new generation of games about archaeology – sort of. The Guardian, 3 September. 

 

Oulitskaia V. (2024). Using Assassin’s Creed: Odyssey to teach Olympia as part of the Classical Civilisation A Level. Journal of Classics Teaching. 25(50):166-172

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Paizomen is a database of Classical Antiquity games. 

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Ploetz CJ. (2023). Readers of the Lost Artifacts: The Heaven’s Vault Video Game. Advances in Archaeological Practice.11(4):461-464.

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Politopoulos A, Mol AAA, Boom KHJ, Ariese CE.(2019) “History Is Our Playground”: Action and Authenticity in Assassin’s Creed: Odyssey. Advances in Archaeological Practice. 7(3):317-323.

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Ritterfeld, U., Shen, C., Wang, H., Nocera, L. and Wong, W. (2009). Multimodality and Interactivity: Connecting Properties of Serious Games with Educational Outcomes. CyberPsychology & Behavior (12.6) pp. 691-697.

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Rollinger, C. (ed.) (2020) Classical Antiquity in Video Games. Playing with the Ancient World. London: Bloomsbury.

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Snyder WD (2022).. Have Video Games Evolved Enough to Teach Human Origins?: A Review of Ancestors: The Humankind Odyssey. Advances in Archaeological Practice. 10(1):122-127

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Styles EB. (2016) Tate Worlds: Art and Artifacts Reimagined in Minecraft. Advances in Archaeological Practice. 4(3):410-414

 

Vandewalle, A. (2023). Video Games as Mythology Museums? Mythographical Story Collections in Games. International Journal of the Classical Tradition https://doi.org/10.1007/s12138-023-00646-w.

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Vandewalle, B (2019) “Assassin’s Creed Odyssey: een speelbare versie van klassiek Griekenland”. Hermeneus 91, 4, 2019, p. 146-152. Available in translation, adapted, at Antiquipop.

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Vandevalle, A. and Cole, R. (2025). 'As you write your Odyssey.' An empirical study of Classics students’ play interests and ergodic characterization in historical video games. Convergence: The International Journal of Research into New Media Technologies, 

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Watrall E. (2014) Red Land/Black Land: Teaching Ancient Egyptian Archaeology through Digital Game-Based Learning. Advances in Archaeological Practice. 2(1):39-49

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Whitaker, B. (2022) History Respawned website and blog, contains podcasts with writers.

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Wright, E. (2022). Still playing with the past. history, historians and digital games. History and Theory, 61, 4, 166-177. 

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Wright, E. (2024). “Layers of History” History as Construction/Constructing History in Pentiment. RomChip 6, 1.

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Zuckerburg, D. (2024) [Blog] Early Access Thoughts on Hades II in Early Access. Myth Takes blog.

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Books about teaching and learning through videogames

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Brown, H. (2008) Videogames and Education. Routledge.

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Burn, A. (2022). Literature, Videogames and Learning. Abingdon@ Routledge.

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Champion, E. and Vera, J. (2024). Assassin's Creed in the Classroom. DeGruyter.

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Chapman, A. (2016) Digital Games as History. How videogames represent the past and offer access to historical practice. Routledge.

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Clare, R. (2021) Ancient Greece and Rome in Videogames. Bloomsbury.

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Draycott, J. and Cook, K. (eds) (2022) Women in Classical Video games. Bloomsbury.

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Gee, J. (2003) What Video Games have To Teach Us About learning And Literacy. St Martin's Griffin.

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Heath, S. (ed) (2020) Datam. Digital approaches to teaching the ancient Mediterranean. The Digital Press at the University of North Dakota.

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Kee, K. (ed) (2014) Pastplay. Teaching and learning history with technology. The University of Michigan Press.

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Kee, K. and Compeau, T. (2019) Seeing the Past with Computers. experiments with augmented reality and computer vision for history. The University of Michigan Press.

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McCall, J. (2022) Gaming the Past. Using Videogames to Teach Secondary History. London: Routledge. Also a website with links to essays here.

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Mol, A., Ariese-Vandemeulebroucke, O., Boom, K. and Politopoulos, A. (2017) The Interactive past. Archaeology, heritage and video games. Sidestone Press.

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Rollinger, C. (ed) (2020) Classical Antiquity in Video Games. Bloomsbury.

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Seiwald, R. and Vollans, E. (eds) (2023) (Not) in the Game. History, Paratexts and Games. De Gruyter Oldenbourg

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Wainwright, A. M. (2019). Virtual History. How videogames portray the past. London: Routledge.

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