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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.

Articles, books, blogs and podcasts about classics and animations

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

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

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.

Articles, blogs and podcasts about teaching and learning through videogames

 

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

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

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.

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.

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

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

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.

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

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

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/

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.

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.

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.

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

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

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.

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. 

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

Paizomen is a database of Classical Antiquity games. 

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

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.

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.

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

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.

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

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

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.

Books about teaching and learning through videogames

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

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

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

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

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

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

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

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.

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

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

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

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

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