Single White Looter: Have Whip, Will Travel

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 t...

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Main Author: Champion, Erik
Format: Book Chapter
Published: Sidestone Press 2017
Online Access:https://www.oxbowbooks.com/oxbow/catalogsearch/advanced/result/?publisher=Sidestone%20Press
http://hdl.handle.net/20.500.11937/62563
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author Champion, Erik
author_facet Champion, Erik
author_sort Champion, Erik
building Curtin Institutional Repository
collection Online Access
description 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?
first_indexed 2025-11-14T10:22:43Z
format Book Chapter
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institution Curtin University Malaysia
institution_category Local University
last_indexed 2025-11-14T10:22:43Z
publishDate 2017
publisher Sidestone Press
recordtype eprints
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spelling curtin-20.500.11937-625632019-05-07T03:17:28Z Single White Looter: Have Whip, Will Travel Champion, Erik 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? 2017 Book Chapter http://hdl.handle.net/20.500.11937/62563 https://www.oxbowbooks.com/oxbow/catalogsearch/advanced/result/?publisher=Sidestone%20Press Sidestone Press restricted
spellingShingle Champion, Erik
Single White Looter: Have Whip, Will Travel
title Single White Looter: Have Whip, Will Travel
title_full Single White Looter: Have Whip, Will Travel
title_fullStr Single White Looter: Have Whip, Will Travel
title_full_unstemmed Single White Looter: Have Whip, Will Travel
title_short Single White Looter: Have Whip, Will Travel
title_sort single white looter: have whip, will travel
url https://www.oxbowbooks.com/oxbow/catalogsearch/advanced/result/?publisher=Sidestone%20Press
http://hdl.handle.net/20.500.11937/62563