Embodied Pasts, Imagined Presents: The Phenomenology of Archeological Meaning-Making in Digital Role-Playing Games
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Abstract
My thesis studies archeogaming as an archeological practice by examining how players
interact with the past through role-playing digital games. By deconstructing the idea of
accuracy without discarding academic logic or scientific knowledge, it makes the case for
the integration of archeogaming within holistic approaches to archeology. Notably, it
promotes a balance that emphasizes interpretative experience, embodiment, and
archeological imagination. The study explores Rise of the Tomb Raider, Heaven's Vault,
and Assassin's Creed Odyssey using phenomenology and theories of embodiment. It treats
these games as constructed spaces and archeological artifacts similar to excavated
findings and built environments, shaped by developers, players, and recent social
contexts. Archeologists have criticized misrepresentations and inaccuracies in these
games, reinforcing a divide between scholarship and public engagement. This research
bridges that gap by enabling a dialogue between gamers, developers, and academics,
while reintroducing movement, play, and participation into archeological interpretation.
Thus, my thesis serves to emphasize archeology as a dynamic, shared practice accessible
beyond academic spaces.