Skip to main content

Research Repository

Advanced Search

All Outputs (6)

Playing with things : representing medieval material culture through video-games (2020)
Presentation / Conference
Hiriart, J. (2020, June). Playing with things : representing medieval material culture through video-games. Presented at The Middle Ages in Modern Games Twitter Conference, Online (Twitter)

In the same way that an empty room deprived of any objects to relate to becomes uninhabitable, an empty desert does not allow life to take place (Gibson, 1979). It is only through the perception and everyday use of the things of the world (i.e. build... Read More about Playing with things : representing medieval material culture through video-games.

The game of making an archaeology game : proposing a design framework for historical game design (2018)
Presentation / Conference
Hiriart, J. (2018, March). The game of making an archaeology game : proposing a design framework for historical game design. Presented at Computer Applications and Quantitative Methods in Archaeology (CAA) International Conference, Tübingen, Germany

In the last years, game technologies have been increasingly raising the interest of archaeological communities as means to communicate the scientific data, process, interpretations, and findings from sites. This interest is evidenced by numerous exam... Read More about The game of making an archaeology game : proposing a design framework for historical game design.

Bringing things to life : understanding everyday life through the procedural representation of material culture in historical video games (2018)
Presentation / Conference
Hiriart, J. (2018, January). Bringing things to life : understanding everyday life through the procedural representation of material culture in historical video games. Presented at PLAY/PAUSE Symposium, University of Birmingham, Birmingham

In the last decades, the exponential increase in computer game graphics technology has made possible to virtually reconstruct historical worlds with an unprecedented level of detail and realism. This capacity, however, has not been accompanied by a c... Read More about Bringing things to life : understanding everyday life through the procedural representation of material culture in historical video games.

Designing and using game environments as historical learning contexts (2017)
Presentation / Conference
Hiriart, J. (2017, March). Designing and using game environments as historical learning contexts. Presented at Computer Applications and Quantitative Methods in Archaeology Conference (CAA 2017), Georgia State University, Atlanta, GA, USA

The virtual presentation of landscapes in games, thanks to the exponential increase of representational power of digital technologies, has been progressively challenging the capacity of gaming audiences to distinguish virtual environments from real... Read More about Designing and using game environments as historical learning contexts.

Can we build it? Using experimental prototyping and iterative development for historical game design (2016)
Presentation / Conference
Hiriart, J. (2016, August). Can we build it? Using experimental prototyping and iterative development for historical game design. Presented at DIGRA and FDG First Joint International Conference, Dundee, Scotland

The experimental development of game prototypes has been gaining attention in academic circles as a valid research method to understand this medium and its potential for historical representation and learning. In spite that in recent years advances i... Read More about Can we build it? Using experimental prototyping and iterative development for historical game design.

How to be a “good” Anglo-Saxon : designing and using historical videogames in primary schools
Presentation / Conference
Hiriart, J. How to be a “good” Anglo-Saxon : designing and using historical videogames in primary schools. Presented at Communicating the Past in the Digital Age Proceedings of the International Conference on Digital Methods in Teaching and Learning in Archaeology (12th-13th October 2018), University of Cologne

In the last decades, digital games based on historical themes or settings have become an important form of historical engagement, with a great potential to influence popular conceptions about the past (Uricchio, 2005; Chapman, 2012). In spite of the... Read More about How to be a “good” Anglo-Saxon : designing and using historical videogames in primary schools.