Case studies were selected from games containing representations of archaeology and/or archaeologists. While many games utilize systems or narratives that draw on archaeologically associated concepts, such as the looting of artifacts or the discovery of ancient civilizations, the project only selected games that specifically referenced archaeology, archaeologists, or excavation.
Games were then isolated by hardware generation, with a goal of covering (as much as possible) video-gaming from the 1970s until the present. Where potential case study games duplicated hardware types, games were selected to privilege those that showed the clearest connection to the research study area.
Though only a select number of games will make it into the final project, recommendations for games to use in additional research are always welcome.