Over the weekend, the counter ticked over 500 responses to the call for survey participants. The survey will be closing this afternoon, and from preliminary looks at the collected data, things seem good. More than half of the submitted surveys have comments in them, which gives a lot to work with in the next phase of the process. After the survey closes, I’ll be moving a copy of the database from Qualtrics, the survey software, to NVivo, where I’ll be conducting open coding on all ‘typed’ responses, to look for thematic relationships. I used NVivo previously to facilitate open coding of archaeological codes of ethicsRead More →

The survey software I’m using updates completed surveys immediately, but in-progress surveys show up in 15 minute batches, as the data is pushed between the company, the university, and my storage. This means when I get a flood of responses I get a tiny bit of warning, but only if people are answering quickly. I have to infer what’s about to happen. For example, I think I’m about to get another flood, as I just got three responses pinging in within a minute. Looking at the time-stamp on when they started, they all started within seconds of one another. This probably means that the survey wasRead More →

Thank you so much! Thanks to everyone who has visited the site, and who has taken part in the survey. As of this morning, about 22 hours into live, there are over 200 completed responses. This is…beyond fantastic, and I’m so appreciative of everyone who has taken the time to share their opinions, perceptions, and thoughts on archaeology in video-games. Even apart from the actual survey data itself, the comments and questions I’m getting on the research have already been helpful and encouraging. The first day of the survey went well. There were a few site hiccups just as we went live, which is ofRead More →

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 forRead More →