Representations of archaeology in media such as films and television have been historically problematic, frequently emphasizing bad practices, shoddy scholarship, and ethically questionable professional behavior. Video-games, however, have taken these depictions of archaeology and archaeologists to the next level, not only allowing media consumers to view unethical behavior, but to participate in it. This interactivity between the public and bad digital forms of archaeology has happened at the same time that archaeology itself has become more digital in day-to-day practice.

Project Goals

To determine what relationships exist, if any, between experiences of archaeology via video-game play and attitudes towards heritage and archaeology.

To isolate how archaeological ethics are being employed, and not employed, in video-games.

To isolate how archaeological ethics are being applied and modified, or not, in digital archaeology.

To formalize a standard of ethical practice that addresses the needs of digital archaeologists and archaeologists working in video-games and online worlds.

Thanks to those who helped contribute to the data-set for this project!