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The Use of Serious Games as an Educational and Dissemination Tool for Archaeological Heritage Potential and Challenges for the Future

Abstract

In the last decades, digital technologies have pervaded every aspect of the production of archaeological knowledge and they have been massively used to communicate the past. This contribution analyses the potential and benefits of serious games as they appear a promising tool for engaging the users in active learning of cultural contents, for attracting new audiences and promoting knowledge and awareness around archaeological heritage. Moreover, the need for multidisciplinary collaborations between archaeologists and developers and the necessity of assessment studies on learning levels to implement their effectiveness will be highlighted.

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The Use of Serious Games as an Educational and Dissemination Tool for Archaeological Heritage Potential and Challenges for the Future

Author: Mariotti, Samanta <Università di Siena>
Publisher: S. Mariotti, The Use of Serious Games as an Educational and Dissemination Tool for Archaeological Heritage Potential and Challenges for the Future, «Magazén», 2, 2021, n. 1, pp. 119-13
Year: 2021
DOI: http://dx.doi.org/10.14273/unisa-4176
Source: http://elea.unisa.it/xmlui/bitstream/10556/6084/5/Mariotti-%20The%20Use%20of%20Serious%20Games%20as%20an%20Educational%20and%20Dissemination%20...pdf
e-ISSN 2724-3923
magazén
Vol. 2 – Num. 1 – June 2021
119
Ci a ion Ma io i, S. (2021). “The Use o Se ious Games as an Educa ional and
Dissemina ion Tool o A chaeological He i age. Po en ial and Challenges o
he Fu u e”. magazén, 2(1), 119-138.
DOI 10.30687/mag/2724-3923/2021/03/005
Pee e iew
Submi ed 2021-01-13
Accep ed 2021-05-05
Published 2021-06-30
Open access
©2021 | cb C ea i e Commons A ibu ion 4.0 In e na ional Public License
Edizioni
Ca’Fosca i
Edizioni
Ca’Fosca i
The Use o Se ious Games
as an Educa ional and Dissemina ion
Tool o A chaeological He i age
Po en ial and Challenges
o he Fu u e
Saman a Ma io i
Uni e si à di Siena, I alia
Abs ac In he las decades, digi al echnologies ha e pe aded e e y aspec o
he p oduc ion o a chaeological knowledge and hey ha e been massi ely used o
communica e he pas . This con ibu ion analyses he po en ial and bene i s o se ious
games as hey appea a p omising ool o engaging he use s in ac i e lea ning o cul-
u al con en s, o a ac ing new audiences and p omo ing knowledge and awa eness
a ound a chaeological he i age. Mo eo e , he need o mul idisciplina y collabo a ions
be ween a chaeologis s and de elope s and he necessi y o assessmen s udies on
lea ning le els o implemen hei e ec i eness will be highligh ed.
Keywo ds A chaeology. Digi al echnologies. Game-based lea ning. Edu ainmen .
Se ious games. He i age enhancemen . Public engagemen .
Summa y 1 In oduc ion. – 2 Digi al Games as Educa ional and Engaging Tools. –
3 Gami ying he Pas : an I alian Pe spec i e. – 4 Se ious Games & A chaeology: Po en ial and
Bene i s. – 4.1 Educa ion and Lea ning. – 4.2 Public Engagemen . – 4.3 Tou is ic Ou comes.
– 5 Fu u e Challenges: Assessing A chaeological Se ious Games. – 6 Conclusions.
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1 In oduc ion
In ecen decades, digi al echnologies ha e pe aded e e y aspec
o he p oduc ion o a chaeological knowledge, om da a collec ion
o hei analysis and in e p e a ion, o in e ac ion wi h he public
(Hugge 2019; Mo gan 2019). A chaeologis s ha e been expe imen -
ing wi h digi al da a o a long ime. The main eason o his “cu i-
osi y” is he na u e o he cogni i e p ocess ela ed o he discipline:
he s a ig aphic exca a ion me hod, in ac , equi es he des uc-
ion o s a ig aphy, hence he impo ance o acking he in o ma-
ion ob ained o eco e and in e p e any da a e en a e a long ime.
Mo eo e , he a chaeological eco d is o en di icul o ead and o
explain o a non-specialis . Digi al echnologies ha e been helping
a chaeologis s o ill he communica ion gap be ween he aces o
he pas and hei po en ial audiences, a necessi y ha has gained
mo e and mo e impo ance h ough he yea s. Uni e si y cou ses on
digi al echnologies, 3D modelling, o compu e simula ion – o name
jus a ew – which un il a ew yea s ago we e conside ed niche, a e
g adually included in a g owing numbe o unde g adua e and pos -
g adua e a chaeology cu icula. A he same ime, as 3D and in e ac
-
i e echnologies a e becoming e e mo e a o dable, a p oli e a ion
o digi al ools, anging om i ual and augmen ed eali y applica-
ions and in e ac i e displays o mobile apps, ha e been made a ail-
able o he communica ion o he pas in museums and ia he in-
e ne (Hageneue , Schmid 2020).
A he same ime, o e he las ew yea s, he use o new ech-
nologies has g own exponen ially, pe mea ing e e y aspec o e e-
ybody’s li es. I has consequen ly also a ec ed he way di e en
communi ies a ound he wo ld expe ience he i age. People a e in-
c easingly encoun e ing si es and monumen s and lea ning abou
he pas h ough digi al media, in he o m o i ual econs uc-
ions, digi al ep esen a ion o a e ac s, online ideos, and so on (Bo-
nacchi 2017). This is pa icula ly he case o younge gene a ions,
whose i s expe ience o cul u al he i age is o en h ough a digi-
al su oga e ha shapes hei unde s anding and pe cep ion (Sha-
pi o 2018). The expansion o Web 2.0, he inc easing use o sma -
phones, and he demand o almos cons an access o he In e ne
also mean ha social in e ac ion wi h o he isi o s o s a a he i -
age si es, as well as ace‐ o‐ ace discussions abou he i age, a e in-
c easingly ans e ed o he digi al space. Digi al media in all i s di -
e en o ms, such as he mul i ude o social ne wo king ools ha
Web 2.0 encompasses (including blogs, podcas s, RSS eeds, YouTube,
Facebook, Ins ag am, Twi ch e c.), he mobile apps designed o in-
di idual use, i ual eali y, digi al collec ions, and in e ac i e kiosk
applica ions in exhibi ions, all ha e been o e ing new possibili ies
o he i age o ganiza ions o in e ac wi h hei public (Boom e al.
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2020). Mo eo e , he inc easing con enience o 3D and in e ac i e
echnologies has led o a p oli e a ion o digi al ools (VR, AR, mo-
bile applica ions), used o communica e he pas . He i age ins i u-
ions ha e been expe imen ing wi h hese ools o qui e some ime
as pa o hei e o s a g ea e democ a iza ion, opening up o di-
e se communi ies and in i ing di e en iewpoin s and in e p e-
a ions o hei si es and collec ions. Bu ha e hese hopes ac ually
ma e ialized in p ac ice? As Economou (2015, 224) a gues, he i -
age digi iza ion p og ams a e c ea ing digi al esou ces which con-
s i u e he building blocks o esea ch, lea ning, managemen , cul-
u al ou ism, and he gene al unde s anding and app ecia ion o
he i age. These digi al esou ces a e o en used o c ea e in e p e-
a i e and “edu ainmen ” applica ions ela ed o he i age. Howe e ,
i is no he ools o he digi al asse s hemsel es which a e causing
conce ns, bu a he he use ha hese a e being pu o. Who is p o-
ducing hem and owa ds wha means? In wha way a e hese being
used and by whom? A e hey ac ually e ec i e and engaging? O he
schola s (Mo a a e al. 2014) ha e aised he same ques ions. They
a gued ha al hough hey may be help ul o allow he gene al public
o app ecia e “ emo e” (in space and ime) cul u al con en h ough
an imme si e expe ience, hese applica ions s ill lack a powe ul
mechanism o engage he la ge public in o an ac i e s a e o las ing
commi men and lea ning whe e spec a o s a e mo i a ed o c ea e
hei own knowledge a he han o ecei e in o ma ion passi ely.1
Con e sely, such engagemen is e iden in compu e games p o id-
ing amusing and compelling expe iences, which keep he playe o-
cused o long-las ing sessions. Fo his eason, games wi h educa-
ional pu poses – namely se ious games (Dö ne e al. 2016) – ha e
become mo e and mo e popula and hey a e s a ing o ge ecog-
ni ion e en om academics and cul u al ins i u ions2 o hose coun-
ies – he I alian case will be analysed mo e in de ail – whe e he
ocus on uni e si y-based cou sewa e in he his o ical and a chaeo-
logical domain has emained qui e en enched.
Suppo ing he playe o achie e lea ning a ge s h ough a play-
ul expe ience is he objec i e and main ea u e o a se ious game.
Thus, he design p ocess o a se ious game di e s om he one o a
1 Many au ho s (see Champion 2017, 26 and epo ed e e ences) also a gue ha AR
and VR ha e se e al use limi a ions: hey can equi e ex a and special de ices (3D
glasses, speci ic sys em ea u es), and he use is ypically es ic ed o ce ain ypes
o online b owse s, ope a ing sys ems, and pla o ms. Mo eo e , hey con ain oo much
da a o many people o download, and walk h ough, especially on po able de ices
(sma phones and able s).
2 Fo a ecen analysis on he changing p ac ices o cul u al ins i u ions which a e
inc easingly in ol ed in he p oduc ion o se ious games, conside ing hem as s a e-
gic digi al ma ke ing ools o p omo e cul u al he i age, see Bonacini, Giaccone 2021.
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common e-lea ning applica ion since an in insic balance be ween
lea ning and gaming should be ound. Indeed, he lea ning con en
in a se ious game has a p edominan ole in he game-play, bu he
game in e ac ions and mechanics should no simply be a play ul lay-
e added a op a digi al lea ning ool.
This pape aims a p esen ing se ious games as a p omising ool
o p omo ing and engagingly lea ning cul u al con en s, a ac ing
new audiences and encou aging knowledge and awa eness on a chae-
ological he i age. The po en ial bene i s o his ool will be analyzed
and he ole o a chaeologis s in he p ocess o c ea ing a chaeolog-
ical se ious games will be s essed. The aim is o unde line he need
o a digi al con en ha goes beyond he me e digi aliza ion o he
exis en and i s simple p esen a ion in a di e en o m (jus mo e eye-
ca ching) ha adds no hing. The challenge o he u u e is he ex-
ploi a ion o ools ha can p omo e he c ea ion o awa eness, las ing
engagemen , and c i ical knowledge s a ing om a speci ic and sci-
en i ically alida ed cul u al con en (Wa all 2002); ha ’s why his
pape is speci ically add essed o a chaeologis s in e es ed in he
use o o iginal means o make he pas ele an o he p esen : a -
chaeological expe ise shall be a c ucial asse in his a ea and i can
de e mine a whole bunch o p o essional possibili ies o e he com-
ing yea s. Besides, his in en is consis en wi h he mos ecen and
signi ican Eu opean con en ions and documen s conce ning cul u al
he i age sus ainable de elopmen (Council o Eu ope 2005, Council
o he Eu opean Union 2014) and wi h he deepes in en connec ed
wi h he widesp ead o digi al and sus ainabili y aspec s in Public
A chaeology p ojec s (Bollwe k 2015; Gould 2018).
2 Digi al Games as Educa ional and Engaging Tools
Gami ica ion is de ined as “ he use o game design elemen s in non-
game con ex s” (De e ding e al. 2011, 10). Ano he de ini ion de-
sc ibes i as “ he p ocess o game- hinking and game mechanics o
engage use s and sol e p oblems” (Ziche mann, Cunningham 2011,
XIV). The e a e many o he aligned e ms o gami ica ion, such as
p oduc i i y games, su eillance en e ainmen , play ul design, be-
ha io al games, game laye , and applied gaming; howe e , gami ica-
ion is he e m ha is widely accep ed in ela ed li e a u e (Bozku ,
Du ak 2018). Though i was i s used o ma ke ing pu poses, i has
been used in ela ion o many issues – he pe asi eness and ubiqui-
y o compu e and ideo games in e e yday li e; he need o a ouse
and main ain s uden s’ in e es in lea ning – o in ol e use s and en-
cou age hem o achie e mo e ambi ious goals, ollowing ules and
ha ing un. The basic pu pose o using gami ica ion is o inc ease us-
e s’ mo i a ion o p o ide mo e e ec i e, e icien , engaging, endu -
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ing and en e aining expe iences. In o he wo ds, he main goal o
gami ica ion is o keep he use s, ha is o say, playe s, in he game.
The p ocess o mode n educa ion akes place in he apid g ow h
in olume o new in o ma ion, which is so apidly becoming obsole e
ha s uden s ha e no ime o acqui e he necessa y use ul knowledge
bu gained quickly loses hei ele ance. Rapidly de eloping echnol-
ogies acili a e new leisu e ac i i ies, and ime o ob aining in o ma-
ion becomes smalle o e e yone. Also, he cogni i e p ocess is no
equi ed o ake place in he o mal (and o en bo ing) en i onmen
and can u n in o wholesome en e ainmen , wi h he acquisi ion o
knowledge a he same ime. Edu ainmen is a ea u e o echnolog-
ical implemen a ion o mode n o ms o en e ainmen in adi ional
lec u es, lessons, classes, wo kshops and mas e classes. Wi hou el-
e ision p og ams, desk op, compu e and ideo games, mo ies, mu-
sic, web si es, mul imedia so wa e is al eady impossible o imagine
mode n aining and communica ion. Classes and ac i i ies held in
he o ma o he echnology edu ainmen can be conduc ed in ca-
es, pa ks, museums, o ices, whe e e you can ob ain in o ma ion
on any in o ma i e opic in a elaxed a mosphe e. Cu en ly, in edu-
ca ion, he e is a ansi ion o mo e in e ac i e, engaging, and expe-
ien ial lea ning me hods in which also emo ions play a undamen al
pa . Acco ding o Buckingham and Scanlon (2005), edu ainmen is
“a hyb id gen e ha elies hea ily on isual ma e ial, on na a i e o
game-like o ma s compu e games-educa ion-implica ions o game
de elope s and mo e in o mal, less didac ic s yles o add ess”. Edu-
ainmen is he ac o lea ning hea ily h ough any o a ious me-
dia such as ele ision p og ams, ideo games, ilms, music, mul ime-
dia, websi es and compu e so wa e. Mo eo e , he impo ance o
ins umen -media ed ac i i y h ough he use o edu ainmen en i-
onmen s is consis en wi h he lea ning heo ies de i ed om Pia-
ge (1962) wo ks ocused on cogni i e de elopmen .
The use o games and ideo games as lea ning ools, known as
game-based lea ning, is no a ecen inno a ion, bu i has been gain-
ing p ominence in ecen decades.
3
Game-based lea ning has as-
sumed g ea e in e es since he beginning o he cen u y wi h he
In e ne and he Wo ld Wide Web and, mo e ecen ly, wi h he pa -
adigm o Web 2.0 and social ne wo ks. Video games a e popula
among younge gene a ions, designa ed by some as “digi al na i es”
(P ensky 2001). Fo hem, all hese echnologies always exis ed and
a e used as some hing ha was always pa o hei li es. Mo eo e ,
all he esea che s ell us ha kids lea n hings h ough play: hey
lea n o in e ac wi h each o he , o ollow ules, he execu i e unc-
3 An ex ensi e bibliog aphy and some o he mos signi ican con ibu ions a e dis-
cussed and summa ised in Saile e al. 2017.

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ions and p oblem-sol ing skills. Video games a e success ul because
hey seem o add ess oday’s app oaches o challenges and a e con-
sis en wi h he needs o ou ime (Shapi o 2018; Ma io i, Ma o a
2020; Singh 2021).
Acco ding o he las epo s sha ed by he En e ainmen So -
wa e Associa ion, 2020 was a eco d-b eaking yea o he US indus-
y, wi h o al ideo game sales exceeding $57 billion. O e 214 mil-
lion adul s in he Uni ed S a es play ideo games, and h ee-qua e s
o all Ame icans ha e a leas one game in hei household (En e -
ainmen So wa e Associa ion 2020). Things a e no e y di e en
i we ocus on Eu ope: he size o he Eu opean ideo gaming indus-
y eached € 21.6 billion in 2020 (In e ac i e So wa e Fede a ion
o Eu ope 2020). Acco ding o he mos ecen epo (I alian In e -
ac i e Digi al En e ainmen Associa ion 2020), I alian ends mi -
o hese g ow h o ecas s: in 2020 he indus y u no e (including
physical and digi al ha dwa e and so wa e) was € 2.179 billion wi h
an excep ional g ow h o 21.9% compa ed o 2019. Ano he e y in-
e es ing ac e ealed by he epo is ela ed o he p o ile o I al-
ian game s: 16.7 million people played ideo games in 2020, meaning
38% o he I alian popula ion be ween 6 and 64 yea s. F om a gen-
de pe spec i e, a qui e simila p opo ion o men (56%) and wom-
en (44%) is also a es ed. The age g oups o 15-24 and 45-64 a e he
mos ep esen ed, ollowed by he ange 25-34. In gene al, we can
obse e ha he di usion o ideo games is qui e uni o m and ano h-
e e y in e es ing da a comes om he 6-14 ange wi h an a e age
o 10% o he o al (conside ing bo h boys and gi ls as he di e ence
be ween hem is almos inconsis en ). I appea s qui e ob ious ha ,
also due o he COVID-19 pandemic, 2020 ma ked a eco d in he use
o digi al con en . A e y ecen su ey (C ea i e Keys 2020) shows
ha , du ing he lockdown, ideo games we e amongs he ools cul-
u al ins i u ions used o engage wi h hei public. Acco ding o he
su ey, people who played se ious games linked o a cul u al ins i-
u ion s a ed ha : hey ha e he pe cep ion o ha ing lea n some-
hing (78%), hey enjoyed ha ime (85.8%), hey we e encou aged o
y o he digi al games wi h cul u al con en (81.1%), and mo e han
hal o hem (54.4%) con i med hei willingness o isi hose si es
o museums in he u u e.
3 Gami ying he Pas : an I alian Pe spec i e
In his global con ex , ano he in e es ing piece o da a eme ges: in
ac , a b ie pe usal o ideo games’ con en also e eals hemes ha
o en inco po a e a chaeological con en , some imes highly accu a e,
o he imes (mos equen ly) no so much (Ch is ensen, Machado
2010). As Wa all (2002) a gues, a chaeological con en has been o -
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en used as a igge ing subjec bu a chaeologically inspi ed in e -
ac i e en e ainmen i les a e o en an ou le o some o he wo s
kinds o pseudo-a chaeological ideas (e.g. Tomb Raide se ies).
In he las decades, wi h he inc easingly widesp ead use o ad-
anced pe sonal de ice echnology such as sma phones and ab-
le s and hanks o b oadband in e ne access, he numbe o mul i-
media p oduc s de eloped wi hin he a chaeological communi y has
ce ainly inc eased. Howe e , he ocus on pee - o-pee communica-
ion and uni e si y-based cou sewa e has emained qui e en enched
un il ecen ly. A chaeologis s a ely e e conside ed exclusi ely a -
ge ing hei in e ac i e media owa ds he comme cial ma ke . As a
esul , he inc easing public desi e o sensa ional ep esen a ions
o he human pas has been la gely ul illed by comme cial in e ac-
i e media p oduce s who a ely ha e anywhe e nea he le el o ex-
pe ise necessa y o p oduce i les ha con o m o he high con en
s anda ds a chaeologis s desi e and a chaeology dese es. While, in
a global pe spec i e, se ious games, edu ainmen , and gami ica ion
ha e been well-known concep s and many museums ha e been us-
ing digi al play ul ac i i ies o a long ime, an inc easing emphasis
on hese aspec s is qui e e iden in he las yea s, especially in I a-
ly whe e a ce ain esis ance among he academics was s ill s ong,
wi h mo e and mo e a chaeologis s who ha e inally pu hei p e-
concep ions aside and s a ed conside ing ideo games as a use ul
ool o hei objec i es (Ma io i 2020a). The ecen de elopmen o
ins i u ionalized public a chaeology p og ams in I aly has had he
po en ial no only o ace he in e ac i e en e ainmen indus y’s in-
c easing enc oachmen in o a chaeology, bu also o change he sen-
imen s ha many I alian a chaeologis s hold owa d in e ac i e en-
e ainmen . I is no a coincidence ha ideo games a e a g owing
conce n in global academic esea ch in he a chaeological ield and
p esen a conside able a ac ion o a chaeologis s who wish o p e-
sen hei esea ch in a media o ma ha can inco po a e mul iple
pe spec i es, al e na i e na a i es, and 3D ep esen a ion o audi-
ences ha may no be engaged wi h o he o ms o academic li e a-
u e o media ega ding a chaeology.4
In he las yea s, se ious games in he a chaeological he i age do-
main in I aly ha e ecei ed mo e and mo e a en ion, gaining he in-
e es o museum ins i u ions, academics, and local adminis a ions.
They appea in a wide a ie y o o ms spanning om i ia, puzzles
and mini-games (e.g. Time Tales – The E uscans, a se ious game o
child en designed by wo a chaeologis s (Ma io i, Ma o a 2020) in
collabo a ion wi h a se ious games company, En e ainmen Game
4 Some o he mos signi ican con ibu ions in he ield a e Champion 2011; Mol e al.
2017; Reinha d 2018; Poli opoulos e al. 2019; Hageneue 2020; Pesca in 2020.
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Apps L d.), o engage in in e ac i e exhibi ions/ isi (e.g. In en um
(2018), a 3D applica ion in AR o enhance he A chaeological Pa k
o Venosa, Po enza) o mobile applica ions o museums o ou is ic
si es isi s mo i a ed by some ewa d/engagemen mechanism (e.g.
Mi Rasna, de eloped by En e ainmen Game Apps L d. and dedica -
ed o he E uscan ci iliza ion (Amo oso 2020); Medi e anean de el-
oped by he same socie y as pa o an Eu opean p ojec dedica ed
o he Phoenician ci iliza ion; Fa he and Son (Solima 2018) c ea ed
by Tuo Museo o he A chaeological Museum o Naples; Beyond Ou
Li es an ad en u e game by Tuo Museo o p omo e he main ancien
E uscan ci ies in Tuscany), o simula ions o pas e en s (e.g. Di en-
diamo le Mu a based on he siege o he ci y o Paes um by Alexan-
de Molossus and un il ecen ly a ailable inside he local a chaeo-
logical museum) o ad en u es se in ai h ul econs uc ions and/o
digi al coun e pa s o eal si es (e.g. A Nigh in The Fo um (Fe da-
ni e al. 2020; Pesca in e al. 2020), a 3D ideo game o PlayS a ion
VR c ea ed by VRTRON in collabo a ion wi h I alian CNR and se in
he Fo um o Augus us, one o he Impe ial o a o Rome; an ongo-
ing 3D p ojec (Ma io i 2020b) dedica ed o he Pa k and A chaeo-
logical Open Ai Museum o Poggibonsi, Siena and o he medie al
phases o he si e disco e ed by a chaeologis s.
Gene ally speaking, a p oli e a ion o ideo games p ojec s con-
nec ed wi h he i age si es, museums and ins i u ions can be obse ed
in he las ew yea s. This encou aging igu e, howe e , mus be e al-
ua ed ca e ully: he isk is ha os e ing he c ea ion o a se ious
game is educed o he end o he momen and ha o an inc easing
numbe o p ojec s does no co espond an equally high le el o qual-
i y and ele ance. Quali y s anda ds in e ms o con en , game de-
sign and objec i es should be always espec ed and assessed wisely.
4 Se ious Games & A chaeology: Po en ial and Bene i s
While, in he las decades, we ha e wi nessed he in oduc ion o se-
ious games o suppo cul u al he i age pu poses, such as his o -
ical eaching and lea ning, o o enhance a chaeological si es and
museum isi s, he inc easing emphasis on and eye o he oppo uni-
y o his in he las yea s – especially in I aly – is beyond any doub .
The main eason is ha his ool has he po en ial o be e y adap-
i e and o allow a wide ange o possibili ies. These bene i s can be
classi ied in o h ee di e en g oups (wi h many spaces o in e ac-
ion): educa ion, public ou each and audience engagemen , and ou -
is ic de elopmen .
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4.1 Educa ion and Lea ning
The popula i y o ideo games, especially among younge people,
makes hem an ideal medium o educa ional pu poses. Se ious games
can p o ide playe engagemen by c ea ing a un expe ience o use s
while also suppo ing hem o achie e lea ning objec i es. Tha is why
games can also aid in amilia izing young people and adul s wi h spe-
ci ic cul u al he i age opics, such as ancien his o y o a chaeology,
and signi ican ly inc ease hei in e es le els and engagemen (Mo -
a a e al. 2014). Suppo ing he playe o achie e lea ning a ge s
h ough a un expe ience is he objec i e and main ea u e o a se ious
game. The un aspec o a se ious game p o ides engagemen and can
be de e mined by se e al ac o s like s o yboa d, g aphics, usabili y,
collabo a ion/compe i ion mechanisms, and in e ac ion de ices (Ma -
io i, Ma o a 2020). The lea ning aspec implemen s a pedagogical
app oach, by s uc u ing he educa ional con en and o ganizing i s
p esen a ion (Capde ila Ibáñez e al. 2011). An appealing and mean-
ing ul en i onmen , a compelling na a i e, and a sui ed and in ui i e
in e ac ion pa adigm a e he h ee main elemen s o c ea e engage-
men . Mo eo e , se ious games o cul u al he i age seem pa icu-
la ly sui ed o he a ec i e domain. Empa hy wi h a game cha ac e
and plo may be e y help ul o unde s and his o ical e en s, di e -
en ancien cul u es, o he people’s eelings, p oblems, and beha io s,
on he one hand, and he beau y and alue o he pas , a chi ec u e,
a , and he i age, on he o he one. This pe suasi e app oach should
be combined wi h he igou o he scien i ic me hod, which is a bal-
ance no easy o achie e, no only in games. As poin ed ou by Mo a-
a e al. (2014), ad en u e games a e pa icula ly sui ed o implemen
he “lea ning by doing” app oach (Dewey 1938), which is ela ed o
he cons uc i ism heo y, whe e he playe lea ns by cons uc ing
knowledge while doing a meaning ul ac i i y. In his app oach o ed-
uca ion, he lea ne does no passi ely ecei e in o ma ion – as in a
simple explana ion, a panel o a i ual econs uc ion al hough ac-
companied by a desc ip ion – bu a he ac i ely cons uc s new know-
ledge by inding in o ma ion in he game, unde s anding i , and hen
applying he new knowledge o ul il asks (Boyan, She y 2011). As
unde lined in F oschaue (2012), playe s emembe mo e he know-
ledge ela ed o ask comple ion han in o ma ion di ec ly p o ided
by he game, no o men ion ha simply esponding o di ec ins uc-
ions would no be un a all.
Mo eo e , se ious games allow a pe sonalized app oach o lea n-
ing: excep o games loca ed in exhibi ions o designed as mobile ap-
plica ions o augmen ed isi s, all he o he games can be consumed
a home o school, o bo h; a game can e en be played pa ially a
school, in small g oups and wi h he suppo o he eache , and pa -
ially a home o example as a ool o e iew he acqui ed knowledge.
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6 Conclusions
Se ious games a e an acknowledged ool o se e al pu poses and
amongs his ange o possibili ies, hey can mee a chaeological aims
and so, ep esen an ex ao dina y medium o a chaeological he i -
age dissemina ion and enhancemen . Fi s o all, hey a e a po en ial
o public ou each and educa ion, because hey can s ongly mo i-
a e lea ne s and c ea e awa eness abou a opic. They can also p o-
ide imme si e en i onmen s whe e a la ge a ie y o use s can p ac-
ice knowledge and skills, and inally, hey can be used as an asse o
p omo e ou ism and sus ainable cul u al he i age de elopmen . The
design o a se ious game, by i s na u e, equi es he i e a i e collab-
o a ion o a ious expe s wi h speci ic compe encies and skills: edu-
ca o s, a di ec o s, game designe s, sc ip w i e s, so wa e de el-
ope s, g aphic and sound designe s. Addi ionally, a se ious game in
he a chaeological he i age ield canno igno e he domain expe s
who selec he educa ional con en s and p o ide scien i ic alidi y and
eliabili y. This eamwo k aims a p e en ing he p ojec om being
jus a game wi h an ex a laye o pedagogical and pseudo-a chaeo-
logical con en . The e needs o be a new b eed o a chaeologis s who
ake an ac i e pa icipa o y ole, as consul an s, de elope s, and w i
-
e s. This is an e hical esponsibili y bu also a e y s imula ing pos-
sibili y o a chaeologis s who a e in e es ed in explo ing new ways
o engage he public, sha e hei esea ch and p omo e a chaeolog-
ical si es and knowledge: ac ually, his kind o new in e disciplina y
p o essional p o iles can ake up he challenge and, h ough se ious
games, c ea e a b and new se o oppo uni ies o p o essionals and
cul u al and a chaeological he i age (Ma io i 2020a).
Howe e , o se ious games o be conside ed a iable educa ional
ool, hey mus p o ide some means o es ing and p og ess ack-
ing. As Ke in Co i o PIXELea ning s a ed (Michael, Chen 2005).
Again, a chaeologis s mus ake ca e o his issue in collabo a ion
wi h o he p o essionals. This will inc ease e iciency in designing
games and au ho ing con en s, which is a key equi emen o he
se ious game indus y. By doing so, a chaeologis s can also ge he
chance o explo e how and why c ea ing and communica ing h ough
se ious games migh p o ide powe ul new ways o hink abou , do,
and p esen he pas .
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