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Classics, animation and Videogames

 

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

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.

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

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

Lawrence, R. (2018). From Research in Roman History to Cartoons and Outreach in UK Schools. In Natoli, B. and Hunt, S. (Eds).

mythwrecked: Amrbosia island. Game. 

Teaching Classics with Technology. London: Bloomsbury Academic.

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

Save Ancient Studies (2023) Archaeogaming Educational Modules.

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

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

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Articles, blogs and podcasts about teaching and learning through videogames

 

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

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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, 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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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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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. (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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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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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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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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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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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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Books about teaching and learning through videogames

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

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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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