Home Historical Depictions, Archaeological Practices, and the Construct of Cultural Heritage in Commercial Video Games: The Role of These Games in Raising Awareness
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Historical Depictions, Archaeological Practices, and the Construct of Cultural Heritage in Commercial Video Games: The Role of These Games in Raising Awareness

  • Boaventura DaCosta ORCID logo EMAIL logo
Published/Copyright: August 23, 2024

Abstract

Concerns regarding the historical accuracy, archaeological practices, and representation of cultural heritage (CH) in commercial video games (VGs) have fueled unending debates about their educational value. However, beyond offering interactive and engaging narratives, it is argued that these games play a vital role in CH. This work delves into the complexities inherent in representing history, archaeology, and CH within commercial VGs. It examines the portrayal of CH as a construct within these games, underscores the importance of collaborative efforts – between game developers, heritage professionals, and members of the communities represented – in their development, and highlights instances where commercial VGs can foster CH awareness. While many commercial VGs touch upon history and archaeology or embody diverse cultures as the platform for their narratives, the focus is placed on Shadow of the Tomb Raider to illustrate the many points found in this work because the game is said to ethically come close to representing the effects of archaeology on local populations and descendants of ancient people. The aim is to catalyze discussions among educators, researchers, game developers, heritage experts, and other stakeholders about the role of commercial VGs in enhancing learning and promoting consciousness about matters vital to cultural identities.

1 Introduction

The immersive and interactive characteristics of video games (VGs) allow for the rebuilding of ancient places, the renewal of lost cultures, and the showing of irreplaceable works (Froschauer et al. 2012); so, it should come as little surprise that the VG industry gravitates towards producing games focused on the past that are based on historical themes, settings, figures, and events (HAI n.d.; Hanes and Stone 2019). These same immersive and interactive qualities are perceived to motivate players to take part in activities that they would otherwise not find appealing. It is said that this motivational state is what instructors want from their students (Huizenga et al. 2009) because it is further reasoned that learners who are interested in what they are doing put in the required effort to learn, a relationship that is believed to exist between motivation and intrinsic learning (Malone and Lepper 1987). For example, Squire and Steinkuehler (2005) put forward that VGs can stir curiosity in topics, including history, politics, economics, and geography, based on their finding that almost all the students they worked with who played Age of Empires (Ensemble Studios 1997), Civilization (MicroProse 1991), or Rome: Total War (Creative Assembly 2004), checked out a book on related topics.

The popularity of VGs makes them one of the largest sectors impacting technology, entertainment, education, psychology, and, perhaps most importantly, culture and cultural heritage (CH), demonstrating their value and explaining their interest among researchers (Musichina 2021). That is, these games are increasingly being recognized as an innovative medium in cultural, social, and historical contexts, alongside revitalizing heritage (Mortara et al. 2014; Musichina 2021), making them more accessible, immersive, and relatable (Musichina 2021). According to Boom et al. (2020), there is no shortage of literature focused on specific VGs and their portrayals of the past (e.g., McCall 2016; Mol, Politopoulos, and Ariese-Vandemeulebroucke 2017; Politopoulos et al. 2019), with research being conducted in CH contexts meant for learning (Raptis, Fidas, and Avouris 2017).

However, attention in this respect is paid to serious games exploring innovative paradigms that can help appreciate, interpret, and understand culture and heritage. Commercially available VGs are also studied (Djaouti et al. 2009), but the research pales to that of serious games. Oceja, Abián-Cubillo, and Torres-Trimallez (2022) conducted a review of games used to teach geography and history in secondary schools, distinguishing between commercial and educational types. They found that out of the 78 studies included in their review, only 11 used commercial VGs, leading to the conclusion that, despite their advantages, commercial games are underutilized in educational contexts.

This disparity is expected, given that serious games blend instruction and gameplay (Cozza et al. 2021; Mariotti 2021) to create a truly immersive and interactive learning experience (Peng, Lizhou, and Timalsena 2017), distinguishing this type of game from the pure entertainment aims of their commercial counterparts. So, it can be said that VGs are still relatively new to CH (Musichina 2021) and, as a result, are primarily neglected regarding their cultural importance and contribution. That is, VGs attract much less attention in CH contexts when viewed on broader terms that go well beyond historical accounts (e.g., specific art forms, Indigenous heritage) (Zeiler and Thomas 2021).

Even though commercial VGs are not intended to be definitive texts, research suggests they can still make an educational impact, including serving as pointers to further learning (MacCallum-Stewart and Parsler 2007). In other words, the primary goal of commercial VGs is not to create an educational experience, nor is it to faithfully depict archaeological practices, objects of heritage, historical figures, events, or even places of cultural importance. Instead, commercial VGs are primarily a leisure activity with a mass market appeal, and drawing from history helps with world-building (HAI n.d.), while the use of CH bolsters authenticity and believability (Gheitasi et al. 2023). Moreover, incorporating history can also make games more relatable, allowing players to connect better with the gameplay because of their familiarity with the content (HAI n.d.). Thus, the strength of these games rests in their ability to tap into the thrill of exploration and discovery, creating ways for players to relive the past that appeal on an instinctive and emotional level (Mariotti 2021; Mol et al. 2017a), turning them into immersive learning experiences (Musichina 2021). It is through their potential to motivate that they can stimulate interest to learn more about what is being represented.

Nonetheless, concerns are voiced about the historical accounts found in commercial VGs, as well as their portrayal of archaeologists and the discipline. For instance, these games are criticized for either depicting linear representations of historical figures, places, and events or promoting alternate history by allowing players to follow multiple paths, both of which are viewed as problematic (MacCallum-Stewart and Parsler 2007). In doing so, they can offer counter-historical views (e.g., the portrayal of colonial America in Assassin’s Creed (AC) III [Ubisoft Montréal 2012; see Shaw 2015]). Then, there is the unethical depiction of archaeological practices and their influence on the field, objects of heritage, and culturally significant places (Reinhard 2018). Given the popularity of these games and their prioritization for entertainment, these and other concerns contribute to their tenuous historical portrayals (Copplestone 2017a), adding to the turbulent and unending debate regarding their role in education.

1.1 Purpose

Despite these shortcomings, it is asserted in this work that in addition to interactive and playful experiences that immerse players in captivating storytelling designed for entertainment, commercial VGs serve a crucial role in CH. Thus, this work delves into how these games can contribute to greater cultural awareness and appreciation.

This inquiry is structured as follows: First, the importance of preserving CH for future generations is discussed alongside the role of VGs. In doing so, challenges often found with the representation of CH in commercial VGs are presented. Next, CH as a construct in VGs is explored, alongside the importance of collaboration between the game industry, those in the heritage field, and members of the communities represented in the creation of these games. Examples are then offered, describing how these games can serve as catalysts in learning about tangible and intangible aspects of CH. Lastly, the future of VGs in raising awareness about CH is considered.

While this work incorporates insights from scholarly works, including journal articles, book chapters, and conference papers, it does not claim to be an empirical study (quantitative, qualitative, or mixed methods) or an exhaustive examination. Instead, it serves to initiate further exploration and discussion. That is, by crafting a narrative that intertwines theoretical insights with real-world examples, this work aims to advocate for broader recognition of VGs as valuable tools in the awareness and appreciation of CH, fostering a deeper connection between players and the rich tapestry of diverse cultures. Finally, it is important to note that this work was disseminated among educational practitioners whose insightful feedback contributed to its enhancement and refinement, which included presentations and discussions at educational conferences and workshops, respectively (e.g., DaCosta 2022).

1.2 Terminology

Several terms are used herein, warranting further clarification. “Cultural heritage” (sometimes “heritage”) is a general term denoting a wide range of matters (Granström 2013) that surpass the inherited qualities of objects, including the values and identities linked with them (Wang 2021). As a result, the term is used in this work to refer to all “tangible and intangible aspects that contribute to the identity of a people that may have been inherited through generations” (DaCosta and Kinsell 2023, p. 3). At the same time, “CH awareness” is defined herein as “exposure to tangible and intangible attributes that results in consciousness, appreciation, and overall respect for the different values of people from diverse cultural backgrounds” (DaCosta and Kinsell 2023, p. 3). Additionally, while many attempts can be found at classifying “serious games” (sometimes “applied games”), the definition of Michael and Chen (2006) is adopted for this work because of its simplicity and clarity, which views these games as those “that do not have entertainment, enjoyment or fun as their primary purpose” (p. 21). Consequently, “commercial video games” are viewed herein as the converse, defined as retail games solely intended for entertainment, enjoyment, or fun.

Finally, unless otherwise noted, “games” are restricted in this work to those that exemplify CH in some way, including historical depictions and archaeological practices. Although there is a sundry of commercial VGs that touch upon history, archaeology or represent distinct cultures as the scaffolding for their narratives, this work primarily takes examples from the Tomb Raider Survivor Trilogy (Crystal Dynamics and Eidos-Montréal 2013–2018) and AC (Ubisoft, Games, and Blue 2007–2020) games because they are often cited in CH contexts (e.g., Balela and Mundy 2011; Cole 2022; Dennis 2019; Granström 2013; Livingstone, Louchart, and Jeffrey 2016; Reinhard 2018; Shaw 2015; Thoresen 2021). However, it is Shadow of the Tomb Raider (SotTR) (Eidos-Montréal 2018) that is predominately used to illustrate the many points found in this work (and thus could be argued to be used as a case study) for the reason that even though it does not always do it well, it is proposed that the game comes close to ethically portraying the impacts of archaeology on local populations and descendants of ancient people, as shown through Lara Croft’s confrontation of inherent colonialism in her approach to modern descendant populations and ancient cultures (Dennis 2019).

2 Background and Related Work

Many reasons are cited for why CH is important. Cultural heritage makes our lives richer by connecting us with past and future generations, helping us understand our place in society and the world, and shaping our unique identity (Musichina 2021). It is essential in education and humanization, reinforcing cultural identity (Szrajber, Guzek, and Jach 2016). That is, it is a crucial part of acknowledging a people (Balela and Mundy 2011).

Although objects of heritage (e.g., pottery vessels and stone tools), monuments, and archeological sites naturally come to mind when thinking about CH, there are nonmaterial attributes of a people that are inherited through generations (Skovfoged et al. 2018). Beliefs, knowledge, skills, and practices (Camuñas-García, Cáceres-Reche, and de la Encarnación Cambil-Hernández 2023), for instance, are qualities that – unlike material culture, which can be publicly displayed and visited – must be observed and experienced. Sadly, built CH sees deterioration, destruction, or dramatic alterations from natural and human causes (Garcia-Fernandez and Medeiros 2019). In contrast, globalization puts intangible culture at risk, particularly among Indigenous communities (Skovfoged et al. 2018; Wang 2021), as do societal changes (Wang 2021). With the preservation, protection, and promotion of CH a matter of public interest (Szrajber, Guzek, and Jach 2016), there is an urgency to preserve cultural and historical heritage through innovative means that can promote conversations with future generations (Camuñas-García, Cáceres-Reche, and de la Encarnación Cambil-Hernández 2023; Skovfoged et al. 2018).

Video games are popular in heritage projects because it is believed that they are a way to share knowledge and culture (Di Paola, Inzerillo, and Alogna 2019) and can be used to promote meaningful and significant understandings of the past. These games can aid in appreciating heritage in ways that written text and images cannot (Froschauer et al. 2012), serving as a bridge to communicate with experts (Peng, Lizhou, and Timalsena 2017) alongside creating opportunities to involve the community (Di Paola, Inzerillo, and Alogna 2019). They serve a significant role in accessibility to history and heritage, creating ways for the public to explore and understand places of cultural importance that might not otherwise be possible (Mariotti 2021) because they are unsafe or inaccessible (Cozza et al. 2021), endanger conservation efforts (Paladini et al. 2019), or are lost to history. They also facilitate engagement with nonmaterial culture, including customs passed down. With research suggesting that there are connections between gameplay and learning, understanding, and the maintenance of culture, it is of little wonder that VGs are thought to be beneficial in cultural education and preservation (Camuñas-García, Cáceres-Reche, and de la Encarnación Cambil-Hernández 2023; Majewski 2018). Thus, the heritage field is increasingly recognizing the value of this form of immersive and interactive media, with a particular focus on applied games.

Serious games are essential to the CH conversation because of their intrinsic pedagogical character. That is, they captivate players with enjoyable experiences aimed at targeted learning objectives (Mariotti 2021). Thus, there is considerable interest in using serious games for heritage (Garcia-Fernandez and Medeiros 2019; Hanes and Stone 2019), with many examples found within the literature (Hanes and Stone 2019). This is despite questions asked about their ability to promote sustained, deep engagement and learning (Mariotti 2021).

Serious games are believed to promote experiential learning (Boom et al. 2020; Catalano, Luccini, and Mortara 2014) or learning-by-doing (Catalano, Luccini, and Mortara 2014; Mariotti 2021), making them part of the learning process (Catalano, Luccini, and Mortara 2014), so the goal of these games is not to win but to learn from the experience (Cozza et al. 2021). It is presented that they can challenge learners, promote higher-order cognition, and help exercise sophisticated thinking skills, including critical analysis, enhanced creativity, exploration, goal formation, problem-solving, and strategic thinking (Westera 2015). As asserted with commercial VGs, a significant strength of these games is their seeming ability to engage learners. With motivation believed to be a primary driver in effective learning (but lacking among students), it is unsurprising that they are held to be effective in educational contexts (Westera 2015).

However, it is also affirmed that because the emphasis is placed on learning, less consideration is often put on their playability (Di Paola, Inzerillo, and Alogna 2019). Moreover, balancing game mechanics and pedagogy can be challenging, particularly in CH contexts, because there is the expectation that depictions must not only be as realistic and appealing as what can be found in commercial VGs, but the content must also be accurate (Christopoulos and Gaitatzes 2009). This balance is important, as the game interactions and mechanics should not merely serve as a playful overlay on a digital learning platform (Mariotti 2021). This leaves serious games at a disadvantage because they often lack the caliber and level of popularity of commercial VGs (Di Paola, Inzerillo, and Alogna 2019).

2.1 Cultural Heritage Depictions in Video Games

At the same time, it is said (Bissell et al. 2021) that because VGs are often narrative-driven, they are accused of mixing history with mythology to create historical fiction and, in doing so, ignore the sanctity placed on historical objects and spaces, limiting their educational potential (Chapman 2016; MacCallum-Stewart and Parsler 2007). Compounding matters, CH is often encountered in VGs – whether through storytelling and mythology, the depiction of art and architecture, or even religion and related symbolism – thus, it is argued that playing these games means regularly engaging with culture (Musichina 2021). In fact, it is claimed that most VG environments (including those designed for entertainment) draw upon real-world historical events and mythologies to enhance their depth and richness (MacCallum-Stewart and Parsler 2007). Boom et al. (2020) explain that these games touch upon the past using historical settings, characters, or ideas (Chapman 2016; Mol et al. 2017b) to frame a narrative, convey a historical representation, or emphasize a specific historical time (Metzger and Paxton 2016).

The Witcher (CD Projekt Red 2007–2016) series, for example, exemplifies Slavic myths. Hellblade: Senuas’s Sacrifice (Ninja Theory 2017) pulls from Celtic and Norse mythology (while also addressing the topic of mental illness), whereas Greek and Norse lore can be found at the core of the God of War (Santa Monica Studio, Ready at Dawn, and Javaground/SOE-LA 2005–2023) games (Musichina 2021). The Elder Scrolls V: Skyrim (Bethesda Game Studios 2011) can immerse players in a vast world populated by fictional societies and cultures, suggesting that players can become invested in the cultural content depicted, showing their value in informal learning (Majewski 2018). At the same time, Skyrim continues to be enthralled in debate (Majewski 2015, 2018), as the setting is praised for its ability to allow players to explore Scandinavian CH (Johnson 2013; Majewski 2018) while also perpetuating historical stereotypes (Sołtysiak 2015). In other words, although AAA games (i.e., high-budget games produced and distributed by major companies and publishers; Zeiler and Thomas 2021) attract considerable scholarly attention for their use of historical imagery (Copplestone 2017b), they fuel unending discussions and critiques of historical depictions as CH (Zeiler and Thomas 2021). Thus, if not carefully crafted and thoughtfully represented, VGs can inadvertently distort, oversimplify, or altogether misrepresent cultural narratives and historical accounts, leading to misunderstandings and a diminished appreciation of a culture’s rich complexities, not to mention the importance of specific fields, such as archaeology.

2.1.1 A Distorted Narrative of Archaeology

Admittedly, archaeology is glorified in popular culture, not for its preservation but for its exploitation, which often results in the mistreatment and destruction of the cultural objects that professional archaeologists work to protect (Champion 2004). Much of this is rooted in tropes that characteristically portray archaeologists as seasoned world travelers in clichéd gear, on exotic and dangerous quests in search of supernatural or occult relics while fighting an unrelenting villain that frequently results in the loss or destruction of the very artifacts they seek. Champion (2017b) refers to this as the “Indiana Jones Dilemma” because the films promote misleading and inaccurate depictions of the field, even though they also help popularize archaeology. The contentious, fictional professor is often criticized for promoting an unethical characterization of archaeology while conversely being praised for attracting so many to the discipline.

Commercial VGs are no different, with the adventurer archaeologist trope a mainstay traceable to pulp adventure novels that exemplify early archaeological practices that view material culture belonging in museums and as a way for early explorers to garner prominence. Mariotti (2021), citing Watrall (2002), states that titles inspired by archaeology in interactive entertainment often propagate some of the most egregious forms of pseudo-archaeological concepts, such as those found in the Tomb Raider (Core Design, Crystal Dynamics, and Eidos-Montréal 1996–2023) series. This portrayal is in the face of archaeology, which has matured to encompass a more substantial engagement with native peoples, reflecting CH’s significant role in forming and maintaining Indigenous identities (Murray 2011). In other words, central to many of these types of games are action and adventure, depicting archaeologists as treasure hunters and tomb raiders instead of showing an honest depiction of the discipline. Consequently, while VGs and similar mediums attract archaeologists interested in presenting their research in a format that accommodates multiple perspectives (Mariotti 2021), the representation of archaeology in VGs can be a frustrating topic among some career archaeologists, who view these games as spreading a distorted narrative of their profession that condones the destruction of CH in return for fortune and glory.

2.1.2 The Adventurer Archaeologist Trope

Similar to other games in its genre, the adventurer archaeologist trope features in the hero’s journey narrative of SotTR. While intangible heritage is said to be approached ethically, with the subject neither misused nor abused, the game is also thought to take liberties with its reliance on Mesoamerican imagery and aesthetics (Dennis 2019). Mesoamerican societies are respectfully shown; however, the imagery is perceived to create a narrative that features characteristics of Maya (i.e., modern Yucatán peninsula and Central America), Inca (i.e., modern Peru), and Aztec (i.e., modern Central Mexico) heritage, resulting in a Mayincatec trope. This representation blends Mexican, Central, and South American nations into one indistinguishable people that overlooks temporal and spatial placement alongside cultural differences while creating a single depiction of material culture that comprises ancient and modern monumental architecture, sculpture, and political art (Dennis 2019).

The café in Cozumel celebrating el Día de los Muertos (Gamer’s Little Playground 2018, 0:08:35) respectfully portrays the culture and people, which can also be said of the village of Kuwaq Yaku (Gamer’s Little Playground 2018, 1:18:08) and San Juan (Gamer’s Little Playground 2018, 2:50:48); all modern communities comprised of descendants of early people. The legendary city of Paititi (Gamer’s Little Playground 2018, 1:42:47) is also shown with respect but is said to be seemingly more reliant on the Mayincatec trope. Compared to El Dorado or the Lost City of Z because it is untouched by the modern world, Paititi comprises early people from Central America who fled to Peru to escape colonial oppression and joined together to form a society intricately linked in culture and language, with connections to the Maya, the Mexica (Aztec), and the Inca (Dennis 2019). While it can be presented that this narrative offers the rationale for why the citizens of Paititi are portrayed as a single people, the result is said to have created an amalgamation, with Dennis (2019) suggesting it may loosely exemplify a hierarchical social structure “with the Mexica at the top depicted as the rich, privileged citizens, the Maya in the middle depicted as bureaucrats, and the Inca at the bottom as lower-class laborers, material producers, and agricultural workers” (p. 196).

Other CH challenges depicted in commercial VGs touch upon matters such as language and clothing, which are arguably tied to tropes that help drive the narratives but can also be seen as inaccurate, if not insensitive. For example, Dennis (2019) explains that the murals in SotTR are monumental sculptures instead of wall paintings, depicting figures and blocks of language glyphs that are languages related to the combined cultures representing the peoples of Paititi through visual code, being described in the game as “ancient dialects” (i.e., Quechua, Mam, and Yucatec; Lacina 2018). Then there is the armor and outfits that Lara wears that hold meaning to the native people (Thoresen 2021), including one given to her by the rightful leader, Queen Unuratu, bearing the colors of the deposed leader’s family line (Gamer’s Little Playground 2018, 1:42:28 and 1:43:32). Although Lara wears the clothing to blend in and avoid attracting unwanted attention from the Cult of Kukulkan, thus protecting herself and others, this act raises concerns about cultural appropriation versus solidarity. Thoresen (2021) offers that the issue becomes more harmful when the garments belong to people of color.

It can be said that cultural tropes become part of commercial VG narratives because iconography allows players to identify with ideas, people, places, and events through symbolism (Reinhard 2018). For example, depictions of embalming immediately embody ancient Egypt, even though other cultures practiced mummification. Something similar can be said of human sacrifice in the context of pre-Columbian South America, with the custom practiced by cultures all over the world (Lacina 2018). In SotTR, Lara and Queen Unuratu witness the violent killing of a rebel to reveal at the steps of the temple that the cult sacrificed several people (Gamer’s Little Playground 2018, 2:25:45). Despite the setting in Peruvian Amazonia, the details of the sacrifice do not align with those of the capacocha ceremonies, a sacred Inca rite typically involving children (Andrushkoa et al. 2011). This discrepancy suggests that the event might symbolically reflect Aztec sacrificial rites, representing another potential instance of the narrative’s reliance on the Mayincatec trope.

2.1.3 Loot Everything in Sight

Another infringement found in many commercial VGs is their possessive approach to material culture, with narratives that are fixated on the quest for artifacts. Shadow of the Tomb Raider does present a more ethical approach to capitalizing on material culture, with Lara declining to sell relics (Gamer’s Little Playground 2018, 1:40:35). However, objects of heritage are nonetheless taken, with players left to infer what Lara does with them (Thoresen 2021). In the downloadable content, Rise of the Tomb Raider – Croft Manor: Blood Ties (Crystal Dynamics 2015), relics acquired during family expeditions are seen throughout the Croft estate (Gamer’s Little Playground 2020), as is a sizable private collection in the great hall during the young Lara flashback in SotTR (Gamer’s Little Playground 2018, 1:08:45). However, it is the post-credits scene from SotTR that offers the most insight, where the MacGuffins from the Tomb Raider Survivor Trilogy are displayed in Lara’s study (Gamer’s Little Playground 2018, 3:38:40), suggesting that the material culture may serve as trophies (Webb 2020) or objects of remembrance. Such depictions contribute to the rift between how academia and the public view the handling of tangible heritage by professional archaeologists (Dennis 2019).

Commercial VGs rely on treasure looting to fuel their economies and reward players. Basically, “looting” is the action of taking in-game items to advance a player’s character, with the term “loot” referring to the item(s) taken. Loot can be obtained in many ways, including exploration, solving puzzles, or defeating a boss (i.e., adversary, whether mini, super, or final). As stated, it often plays a role in in-game economies. While in-game items are typically sought after to level up a character and acquire new skills, they can also be used to purchase other needed goods to advance the gameplay or to gain access to additional in-game content.

The story behind SotTR focuses strongly on Lara’s struggles, her recognition of colonialism, and her growth as an archaeologist (when contrasted with her early “glorified treasure hunter” portrayal, e.g., Crystal Dynamics 2006), contributing to the position that intangible heritage is ethically approached. At the same time, it is asserted that the portrayal is superficial at best (Lacina 2018). Lacina (2018), for example, characterizes Lara’s sense of personal responsibility as “flat,” highlighting her lack of sacrifice and the presence of destructive behaviors in her pursuit of vindication. As a result, even though the game ostensibly aims to educate players on colonialism, Lacina (2018) stresses that its gameplay mechanics ultimately eclipse such lessons.

Granted, the game does rely on looting to incentivize players (Webb 2020); however, to its credit, the different classifications of in-game items and how they are handled as part of the game’s economy suggest a principled approach to material culture. That is, natural and manufactured resources can be sold to merchants for coins to purchase other required in-game items and used as ingredients to craft consumables, such as herbs to make medicine. Relics and documents can also be looted, but these in-game items are treated as collectibles and cannot be sold or used to upgrade or craft other items. What this means is that in-game items that might be viewed as objects of heritage to the local populations and descendants of ancient people (outside of natural resources) are not directly part of the game’s core economy and do not need to be sought to advance the gameplay; in other words, they are voluntary to collect (Thoresen 2021).

However, other rewards can be construed as incentives for collecting these specific in-game items. For example, relics and documents can reveal extra content and context about the items, contributing to a greater understanding of the story. Given their geographic placement, these items can also be challenging to acquire, serving as a motivator. For some players, identifying and obtaining these items might invoke the euphoric feeling of accomplishing something challenging or worthwhile. Then there are the murals and monoliths that, when deciphered, increase Lara’s language skills needed to discover hidden caches and resources. While these items are not considered documents in the game, they are, nonetheless, early archaeological records and thus can be argued to be objects of importance to the local people. Finally, although there are different ways to get experience points that do not require the looting of artifacts, these items can be used to increase Lara’s proficiency in different areas and obtain new skills that can be activated at the many base camps.

2.1.4 Fall into the Wrong Hands

With the discretionary looting of relics and documents, players can ignore the incentives to participate in unethical behavior and choose to play through SotTR with greater cultural awareness and respect for material culture. However, the narrative is not entirely emergent and dynamically constructed based on decisions made during the gameplay. Instead, the narrative is pre-determined, so ethical decisions can still result in the depiction of questionable behavior. As part of the backstory, for instance, Lara finds the Key of Chak Chel and, despite warnings, takes the dagger, rationalizing that she cannot let it fall into the hands of Trinity (Gamer’s Little Playground 2018, 0:23:05). Lara nonetheless loses the artifact to the extreme military order, while its removal sets into motion a series of cataclysms that puts her on the path to prevent the Mayan apocalypse (Gamer’s Little Playground 2018, 0:28:52).

Then there is the cutscene where Lara is seen examining a wall painting in a temple near the village of Kuwaq Yaku, and despite Jonah reminding her not to damage anything, she defaces the structure to reveal an entrance and the next clue in her search for the Silver Box of Ix Chel (Gamer’s Little Playground 2018, 1:21:50). Lara disputes the damage by saying, “I’m not breaking it. I’m restoring the original. Someone was trying to hide it” (Eidos-Montréal 2018). Lara’s actions suggest that her pursuit of Trinity outweighs any awareness of the painting’s cultural importance to those who live in the village, helping support Lacina’s (2018) earlier point. It can be argued that the painting is not an object of heritage, but as Lara states, a temporary construct, much like other structures found throughout the Tomb Raider Survivor Trilogy, which are often represented as stacked stones intended to enclose an entrance. At the same time, however, this unavoidable cutscene is not isolated; similar examples can be found throughout the trilogy, raising ethical concerns.

To offer an example, in one of the many puzzles in SotTR, Lara must open a gate to an ancient temple buried deep in the mountainside, which is supposed to be the location of the silver box. She does this by dislodging debris and repositioning water troughs to restore an ancient hydropower machine, which creates the necessary mechanical energy to reveal the temple entrance (Gamer’s Little Playground 2018, 2:02:36). Dennis (2019) discusses this dilemma in the context of Uncharted 4: A Thief’s End (Naughty Dog 2016), explaining that Nathan Drake reworks ancient technologies (e.g., water wheels, lifts, and bridges), bringing them back to working condition, irrespective of their cultural importance. That is, the immediate need to use these devices outweighs their importance as objects of heritage, raising ethical questions regarding heritage value (Dennis 2019) in the context of use, abandonment, and preservation.

2.2 Cultural Heritage as a Construct in Video Games

It is asserted that games in this genre continue to show the worst of practices and attitudes towards the discipline of archaeology (e.g., Dennis 2019; Lacina 2018), relying on tropes that disregard cultural individuality, favoring artifacts as possessions or instruments, ignoring their importance to the descendants of the people whose heritage these objects represent. In fairness, though, these games are a form of interactive entertainment, so there must be a willingness to ignore aspects of the game to enjoy the overall experience. For example, the narrative of SotTR likely takes its inspiration from the legendary Inca lost city of Paititi, and the Mesoamerican serpent deity, Kukulkan, but is otherwise fictional, blending many elements from history and myth into an immersive and emotional experience. Cole (2022) refers to this as “technocultural mashups,” where historical VGs combine various elements of CH and history alongside media and technology to create a new, engaging experience. This involves taking parts of historical events, CH, myths, and existing media (like films or other games) and blending them (Cole 2022).

The AC series often comes up in this context because the games take place in real-world settings, depicting historical periods and events that are rich in cultural value that is both tangible and intangible (Balela and Mundy 2011) but are otherwise the focus of their unique storytelling. Cole (2022), for example, speaks to the immersive nature of AC: Odyssey (Ubisoft Quebec 2018), which is likely a result of the developers’ dedication to exploring the history and culture of ancient Greece (Reinhard 2019). However, he also emphasizes the plethora of overstated cultural amalgamations, ranging from a fictional rivalry between the Greek playwrights Euripides and Aristophanes at a gathering – an inventive blend of Aristophanes’ “Frogs” and Plato’s “Symposium” – to the scattered ruins of Archaic temples and Mycenaean palaces dotting the landscape (Rollinger 2020). What this means is that players can interact with characters from both history and mythos.

In an interview with Reinhard (2019), Stéphanie-Anne Ruatta, the full-time ancient historian and Classical language expert at Ubisoft Québec, clarifies that the game’s approach to historical accuracy is not inherently problematic. She suggests that by enabling players to view the era from the perspective of those who experienced it, the game authentically represents how people of the time might have interpreted events and attributed certain phenomena to causes beyond their comprehension. As a result, AC: Odyssey balances its engagement with the mystical aspects of Ancient Greece while maintaining a basis of historical reality. This approach offers players a deeply immersive experience in a rich and intricate world where they can explore, interrogate, and impact a version of history (Cole 2022).

Then, there is the assertion that while accuracy is vital in CH contexts, it is simply impossible to achieve in VGs (Balela and Mundy 2016; Granström 2013; Reinhard 2018). Balela and Mundy (2016) conducted interviews with eight VG designers from various global backgrounds who have experience creating cultural elements within games. Their findings suggest that designers perceive the game world as distinct from reality, which consequently restricts the representation of CH in VGs. Some of the designers interviewed, for instance, conveyed that VGs are unsuitable for fully integrating the complexities of the world’s reality. Balela and Mundy (2016) pointed to one of the designers who felt that the cultural elements in games do not offer players a comprehensive understanding of the true story; instead, they provide a minimal introduction or a significantly condensed background of the actual narrative. Thus, it is understandable why scholars, such as Reinhard (2018), assert that culture in these games should be viewed as a construct, with the items, actions, and events represented never truly mirroring those in real life.

Moreover, recreating an accurate experience is problematic because the time spent on true representations amounts to less time dedicated to other important aspects of gameplay, including interpretation, storytelling, the contextualization of objects, allowing for artistic expression (Roussou and Drettakis 2003), and creating an emotional response (Economou and Pujol-Tost 2007; Musichina 2021). Balela and Mundy (2016) reported that the designers they interviewed prioritized other aspects, such as aesthetics, over cultural considerations, which they deemed secondary. Thus, it should not come as a surprise that the aim is to offer enough details to make players feel that they are where they think they are (Reinhard 2018) without sacrificing the quality of the overall experience. As Shaw (2015) points out, the goal is “a good game first, and accuracy second” (p. 13).

To offer examples of games that illustrate this point, Reinhard (2018) calls out Ryse: Son of Rome (Crytek 2013), where players are immersed in a cinematic Roman setting through paintings of the Renaissance rather than actual factual Roman archaeological and architectural reconstructions, making the game impressionistic, invoking the time of Roman antiquity. Then there is the depiction of the Battle of Thermopylae in AC: Odyssey, where Cole (2022) asserts that the developers notably drew inspiration from the film 300 (Snyder et al. 2007) and the original comic book by the same name (Miller 1998), despite the wide range of options that the developers had for portraying the battle. This was likely done to give players a sense of familiarity (Cole 2022), helping them feel that they were in central Greece at the mountain pass in 480 BCE. It is perceived that this choice influenced the game’s design, from the fighting sequences to the visual aesthetics and landscape, to the extent of allowing players to execute the “Spartan Kick,” a move that is made famous by the film (Cole 2022).

The many games in the AC series are commonly cited in this context, specifically with how they strive for detailed representations of built CH (Balela and Mundy 2011; Granström 2013; Reinhard 2018) while simultaneously balancing such authenticity with manageability and fun (Reinhard 2018). For instance, the Notre Dame cathedral in AC Unity (Ubisoft Montréal 2014) is said to have taken two years to create (de Rochefort 2021; Reinhard 2018), with Hanussek (2024) citing almost three. However, an accurate representation was not possible, with modifications (e.g., cables added and windows designed to swing open) to account for player movements (de Rochefort 2021; HAI n.d.). In addition, each tympanum above the cathedral’s main doors is laid with elaborate sculptures depicting biblical scenes but created as flattened textures (that look like they are sculpted) due to optimization reasons and because of France’s copyright laws, which prevented the sculptures, paintings, and related artwork from being true to real life (de Rochefort 2021). Altogether, Shaw (2015) speaks about an interview with Nicholas Guerin, the level design director for the game, who explains that a game playground needed to be built first, then the visually striking and historic city placed on the top (Webster 2014). That is, the design decisions were based on many factors that, in the end, resulted in an immersive experience that conveys believability built upon an emotional connection with the cathedral (de Rochefort 2021; Webster 2014).

This emotional connection is essential. Majewski (2018), citing Smith and Campbell (2015), explains that the topic of emotion in heritage is highly debated, as it may get in the way of educational outcomes (Stróżyk 2010), which VGs can further exacerbate because they tend to play on feelings (Musichina 2021). However, this is what makes VGs memorable: the emotional connection between the player and the game (Zhadan 2018), as explained by the Notre Dame Cathedral in AC Unity. Zhadan (2018) claims that emotion is so important in games that the role of the game designer involves crafting games that deliver distinct experiences to every player. Empathy toward a game’s character and storyline, for example, can facilitate an understanding of historical events, diverse ancient cultures, and the feelings, problems, and behaviors of past people (HAI n.d.; Mariotti 2021). Simultaneously, it highlights the beauty and value of the past, including architecture, art, and heritage (Mariotti 2021).

Narratives in VGs are also powerful because they help form emotional connections between the player and places, cultural objects, and landmarks (Piano and Cuccu 2020). However, as Balela and Mundy (2016) discovered during their interviews, the narrative also influences the selection of cultural objects portrayed in VGs in that certain stories require the presence of specific cultural items. They provide the example that games depicting Christianity require the inclusion of a crucifix to signify the religion. Balela and Mundy (2016) note that depending on the narrative and other elements in VGs, there can sometimes be a mismatch of cultural resources.

This mismatch is problematic because VGs can be used to ignite interest in cultural values and respective customs alongside geographic locations (Calabrese and Ragone 2016). Thus, the way CH is embodied in commercial VGs is crucial because it is this representation that players perceive (Copplestone 2017b). Mariotti (2021), citing Shapiro (2018), explains that this is especially true among young people, who predominantly encounter CH through digital media for the first time, which notably molds their perception and understanding. At the same time, it is asserted that much of what is known is anecdotal, and there is a significant gap in understanding the lessons players derive from these games (HAI n.d.).

Furthermore, how players perceive CH in commercial VGs applies to tangible heritage and, more importantly, nonmaterial culture. For example, Balela and Mundy (2011) direct attention to the ethnicity of the main protagonist in AC (Ubisoft, Games, and Blue 2007), Altaïr Ibn-La’Ahad, explaining that the character does not represent people of the Damascus or Jerusalem regions, with the behavior, body language, accent, and use of language heavily influenced by Hollywood. They also stress that the Arabic words chosen emit Western culture, with contents that can be deemed as rude and offensive, of a racist nature, and factually limited to the region’s culture. So, even though it is understood that built heritage cannot be true to life, the way nonmaterial culture is portrayed in these games may leave players with a distorted, if not harmful, misrepresentation of a culture.

Stirling and Wood (2021) claim that recent scholarship on the relationship between VGs and history has moved beyond assessing their accuracy, proposing instead that these games constitute a distinct category. Specifically, VGs are not merely inaccurate depictions of historical events but rather tools for uniquely conveying historical knowledge. Mir (2013), for instance, explains that historians should not be apprehensive about VGs presenting alternate histories or achieving “complete” accuracy. Coltrain (2019) posits that history is not an absolute truth but rather a discourse. That is when history is incorporated into a VG, it involves crafting an interpretation (Coltrain 2019).

What this all means is that the focus should be on ensuring the game authentically represents the period, captures the complexity of human interactions, and, most importantly, adheres to cultural respect and responsibility. Shaw (2015) puts the matter bluntly in that, irrespective of the fictional nature of games, it is imperative to show sensitivity to what history is depicted. Achieving this requires collaboration between cultural experts and game developers to merge history and heritage with creative, immersive gameplay that ensures respectful depictions and narratives.

2.2.1 Collaboration in the Depiction of Cultural Heritage

Lara’s character development, alongside the respectful portrayal of modern and ancient cultures in SotTR, denotes a possible shift in how CH is approached in commercial VGs. The message that appears when a new game is started states that “it was developed in conjunction with a historian and cultural consultants” (Eidos-Montréal 2018), showing that heritage professionals were involved in the game’s development. Other games display similar statements, such as those that are part of the AC franchise (Shaw 2015). Granström (2013), for example, cites an interview with creative director Patrice Désilets (Ramsay and Parker 2009), who reveals that historians collaborated with developers on all aspects of realism in AC II (Ubisoft Montréal 2009). This collaboration should not come as a surprise, as the game industry is known to hire consultants on a short-term basis or employ full-time researchers as part of their development team to assist with matters that touch upon CH.

It can be argued that such efforts are based on criticisms that gaming companies need to take responsibility for the archaeology and heritage they create (e.g., Johnson 2013; Webb 2020). That is, making a conscious attempt to ensure that the portrayal of a people (and events) is realistic (Shaw 2015). This concept may be reflected in Shaw’s (2015) reference to an interview conducted by Newman (2012) with Creative Director Alex Hutchinson. Hutchinson mentions that despite the global composition of the AC III development team, they recognized their constraints and engaged consultants to prevent making mistakes, even well-intentioned ones. Offering an example of this, Shaw (2015) explains that scalping was a game mechanic developed early for AC III but eliminated when cultural consultant Thomas Deer pointed out that it was not a Mohawk practice (Plunkett 2012).

This example emphasizes the challenges VG designers face, as they need to make decisions about game mechanics that can influence the representation of CH. Balela and Mundy (2016) speak to this, noting that many of the designers they interviewed recognized the substantial challenges involved in developing games that incorporate CH. This situation may partly stem from the differing perspectives that game and heritage experts have on history and culture. That is, the VG industry and heritage professionals are said to view the past differently, with those who develop these games handling antiquity as if it were multifaceted, driven by decisions and actions, and those in the CH field approaching the past in a more defined way (Copplestone 2017b).

Game developers are also perceived to hold historical narratives described in traditional media, such as books, in authority, unlike heritage experts who view such sources as shoehorned, linear, and cursory (Copplestone 2017a). Balela and Mundy (2016) found that designers use secondary sources – comprising books, movies, documentaries, maps, and online materials – to select or create cultural artifacts. Ruatta revealed to Reinhard (2019) that sources used in AC: Odyssey included reports and plans from schools of archaeology, the findings of investigations conducted by different research foundations, and numerous museum databanks. Altogether, these interviews offer substance to the argument that developers hold certain traditional media in authority in contrast to that of cultural experts (Copplestone 2017a). However, Coltrain (2019) clarifies that historians employ both primary (e.g., diaries, letters, records, interviews) and secondary (e.g., books, journal articles, documentaries) sources while maintaining a clear distinction between the two.

The differing views of sources may nonetheless shed light on the initial depiction of scalping in AC III, perhaps attributed to its prevalent yet oversimplified view as a Native American custom. Although the reality is nuanced, involving varied practices across tribes alongside influences from European colonialism (Hiltunen 2011).

Citing Seif El-Nasr et al. (2008), Balela and Mundy (2016) also reveal that personal knowledge and firsthand experience are used. That is, designers rely on their understanding – comprising cultural backgrounds, belief systems, and a knowledge of specific cultural contexts gained over time – to create artifacts, frequently without the need for secondary sources like books. They also rely on firsthand experiences in addition to expert consultations to inform their game design, which includes traveling to the actual locations and speaking to historians to access detailed information. It is important to note, however, that these practices were infrequently mentioned in the interviews (Balela and Mundy 2016).

Despite what may be an uncommon activity, the visit to real-world game locations has been substantiated. Bowman et al. (2024), for example, cite Good (2018) and Hall and Dansereau (2019), noting that the developers of Fallout 76 (Bethesda Game Studios 2018) extensively explored and documented various locations in West Virginia, while the team behind AC: Odyssey, traveled throughout Greece and participated in both guided and unguided tours of ancient sites to recreate the game world’s atmosphere, respectively.

While it is essential to clarify the divergent perspectives between game creators and cultural experts regarding authoritative sources and how these differences contribute to existing challenges, perhaps more critical is the understanding by Balela and Mundy (2016), who note that selecting even a single item representing CH in game design requires exploring a variety of resources, with the integration of these diverse sources substantially impacting the final product. In other words, multiple sources must be sought, and even then, care must be exercised in their use, likely requiring the expertise of individuals well-versed in the respective subject matter. Mir (2013) explains that historians are adept at identifying key topics, selecting pertinent and engaging documents and artifacts, and ensuring responsible and respectful representation of other cultures and historically marginalized groups.

Moreover, while the scalping example provided by Shaw (2015) illustrates the value of employing consultants to avoid cultural misrepresentations, not all inaccuracies may be preventable. For instance, the development team of AC III also had a difficult time finding a Kanien’kehá:ka dialect to use in the game (Venables 2012) due to cultural loss resulting from colonialism; thus, locating modern-day consultants was problematic (Shaw 2015). Consequently, the development team chose Kahnawake Mohawk, using voice actors from the Kahnawake tribe (Shaw 2015). Despite these challenges (and ensuing criticism), Shaw (2015) explains that the Kanien’kehá:ka/Mohawk culture is respectfully represented in the game. That is, even though accuracy was not possible in the portrayal of language, consulting efforts aided in helping the game avoid a monolithic representation of any group, unlike the arguments presented in the context of SoTR (with regards to the peoples of Paititi), as well as criticism levied against other games that portray Indigenous people (Shaw 2015).

An example of such criticism is This Land is My Land (Game-Labs LLC 2021). While the game is played from the perspective of the Native American, it faces scrutiny (e.g., Campbell 2018; Giroux 2021; Liang 2021; Webb 2020) for its amalgamation of Western tribes. Giroux (2021) calls this blend “the Indigenous monolith misconception” (para. 12). According to the game developer, the player represents all tribes, “The Chickasaw, Cherokee, Lakota, Cheyenne, Apaches, Navajo, Shawnee, Shoshone, Mohawk, Utes and all other tribes large and small” (Campbell 2018; Webb 2020, para. 5 and 9, respectively). As a result, the game is accused of “perpetuat[ing] a homogenized Native America and ignore[ing] the incredible diversity of Native groups across North America” (Webb 2020, para. 9).

Care should be exercised so as not to come to conclusions regarding the use of consultants based on the content found in games. That is, it should not be assumed that games that struggle in their portrayal of cultural identities did not use heritage experts. Although it is claimed for This Land is My Land that no Indigenous people were involved in its making, including the use of Native American consultants (Giroux 2021; Liang 2021), SoTR is said to show a reliance on the Mayincatec trope (e.g., Dennis 2019) despite the use of a historian and cultural consultants. Again, it is important to reemphasize that Mesoamerican societies are respectfully shown in SoTR. However, this brings up the assertion that it is not enough to use consultants; instead, these experts should also comprise members of the communities these games represent (Johnson 2013; Majewski 2015; Sołtysiak 2015). Webb (2020) explains that this inclusion is crucial, as having Indigenous developers (and other experts) on the development team can aid in addressing historical exclusion and appropriation and, in doing so, help avoid portrayals that marginalize a culture’s identity or diminish the achievements of its people.

Moreover, even if consultants are used, it is not easy to ascertain how much scholarly rigor takes place in developing these games because non-disclosure agreements usually protect such efforts (Dennis 2019); hence, a reliance on interviews (and similar means) to help identify the types of artifacts used by game creators and cultural experts when researching CH-related matters. What can be safely assumed, though, is that these individuals typically serve as subject matter experts responsible for creating material to inspire and shape the narrative and other aspects of game development (Dennis 2019). In the interview with Reinhard (2019), for example, Ruatta helped validate this point in that the historical findings produced by consultants are used in all kinds of ways, from recreating historical locations and objects to inspiring side-quests. Ruatta goes on to explain that daily responsibilities are guided by inquiries from developers, often involving searches for answers to questions posed by different teams to ensure that game production stays on track (Reinhard 2019).

In the case of SoTR, for instance, it is difficult to ascertain the specific backgrounds of the consultants or to what degree discussions took place regarding the portrayal of the different people represented in the game. One might contend that the insights provided by Ruatta about her responsibilities and daily tasks for the AC: Odyssey game bear resemblances to the roles performed by consultants on SoTR. Then, there is the difficulty of these consultants not knowing how much of the material they produce or the insights they offer will influence the final version of the game (Dennis 2019). For instance, Ruatta explained that the first time she played the game, she was impressed with the way the teams had comprehensively grasped, assimilated, and replicated all the historical information provided during the production process (Reinhard 2019), suggesting that she may not have known how much of her insights had been adopted during development until seeing the final product.

This all speaks to the dynamic and complex relationship between game developers and cultural consultants, with it being said that game makers often struggle with the material produced by these experts, while conversely, these same professionals may find VGs a difficult medium to work with (Copplestone 2017b). Mir (2013), for instance, explains that many game designers are not accustomed to collaborating with historians; thus, both parties must be willing to learn about each other’s disciplines. In other words, this mutual adaptation involves not only game designers adjusting to the methodologies of historians but also historians acclimating to the creative processes of game designers (Mir 2013).

Such challenges should not deter from the importance of these collective efforts; somewhat, they should be expected. As Mariotti (2021) notes in speaking to the work of Champion (2017a), achieving positive outcomes requires different professional skills and competencies. For instance, archaeologists possess specialized expertise in historical and archaeological content, including narrative and storytelling, whereas those in the gaming industry possess specific knowledge of how best to manage the technological aspects of the gameplay (Mariotti 2021). Moreover, with VGs – a form of media with novel affordances that accelerate active participation and agency (Mariotti 2021) – experts should be willing to accept new roles. For example, archaeologists should embrace new ethical responsibilities and tasks in the context of VGs as consultants, developers, and writers (Mariotti 2021). Ruatta explains, in response to one of Reinhard’s (2019) questions, that historians with knowledge of VGs and their various stages of production can play a crucial role in ensuring that players are immersed in a credible representation of the past. There are also other opportunities outside of working directly on game development efforts, such as voicing concerns regarding the use of historical and CH elements in VGs (HAI n.d.).

Altogether, an interdisciplinary approach – comprising game developers, historians, anthropologists, archaeologists, cultural consultants, and members of the communities these games represent – is not only beneficial but essential in creating engaging, educational, and immersive gaming experiences that inspire players to learn more about past civilizations as well as past and present-day cultures. It necessitates open lines of communication and a willingness to have meaningful discussions to ensure that the portrayal of historical content is sensitive to CH issues.

3 Cultural Awareness Through Video Games

It is presented in this work that despite the challenges and continued effort needed to ensure CH is respectfully portrayed in VGs, games like SotTR hold educational value and can help raise cultural awareness. That said, it is acknowledged that there is scarce evidence that shows VGs produce dependable, valid, and long-lasting educational outcomes (Linehan et al. 2011), raising questions about their overall educational value. However, despite the limited evidence and skepticism, studies highlight their potential.

Shih, Jheng, and Tseng (2015), for example, examined the Taiwan Epic Game – a role-playing game featuring late 19th-century Taiwanese history and culture – to determine its effectiveness in boosting players’ cultural awareness. Their findings, based on pre- and post-test scores and interviews, showed significant improvement in players’ awareness of local culture, folk arts, and other cultural elements, with the authors suggesting that immersive digital games can be valuable educational tools for enhancing cultural and historical understanding. Then Watson, Mong, and Harris (2011) investigated the effects of Making History on student engagement and learning strategies, as well as teacher and student experiences. Using a qualitative case study with observations and focus group interviews, they found that the game transformed the classroom from a traditional teacher- to a student-centered environment. This shift increased student interaction and hands-on learning, allowing students to engage with and visualize historical events actively, leading the authors to assert that VGs, when effectively integrated, can significantly enhance engagement and deepen understanding of history.

Unless games are developed with learning as part of their architecture or are explicitly labeled as “educational,” they are often dismissed in didactic discussions. The two earlier studies are examples of this. Shih, Jheng, and Tseng (2015) describe a serious game created explicitly for educational purposes. While Watson, Mong, and Harris (2011) are likely describing one of the earlier commercial strategy games in the series (e.g., Making History: The Calm & The Storm; Muzzy Lane 2007), but refer to it in the study as a VG “designed with educational purposes in mind” (p. 466). That is, they view it as an educational game.

Although most research concentrates on applied games, this does not imply that studies do not exist exploring the use of commercial VGs in education. For example, Yu et al. (2014) explored whether The Conquerors expansion of Age of Empires (likely Age of Empires II [Ensemble Studios 2000]) could enhance learning outcomes and motivation more effectively than traditional methods. Their mixed-methods study, using pre- and post-tests, revealed that students using the game significantly outperformed those with traditional materials in learning achievement. The findings led the authors to conclude that VGs can be more effective than traditional methods in improving learning and motivation in world history classes.

As first presented, this is the strength of these games. It lies in their immersive and interactive qualities and perceived ability to motivate players to participate in activities they might otherwise not find interesting. Although commercial VGs strive to create believable versions of the past, which may not be meant to be faithful reproductions, they should not be overlooked for their value in learning contexts, particularly given that these games are believed to amplify motivation (Reinhard 2018; Westera 2015). This claim is not the often-heard statement that all VGs are educational because players must “learn” how to play (Linehan et al. 2011); that is, their motivation comes from wanting to “win.” Instead, the assertion is that these games can excite and inspire, serving as catalysts to learn more about the people, places, and events depicted (HAI n.d.). In doing so, they carry educational importance in the context of CH (MacCallum-Stewart and Parsler 2007).

It is understood that the same can be said of other forms of media. For example, Raiders of the Lost Ark (Spielberg et al. 1981) is often mentioned in similar discussions, with the rhetorical question posed of how many have sought to learn more about the Ark of the Covenant upon seeing the film or have become archaeologists because of its central character. Unlike traditional media, commercial VGs in the historical genre frequently demonstrate high levels of interactivity, thereby enhancing engagement with historical consciousness and CH (Gheitasi et al. 2023). At the same time, it is asserted that VGs take things a step further, making players active participants in what may be unethical behavior (Dennis 2019).

However, this active role is part of the appeal, with players holding a personal stake in the characters and narrative. Reinhard (2018) speaks to this, admitting that he is a bad archaeologist when playing certain games (i.e., looting everything in sight), but also proposes that archaeologists and other heritage professionals seize the initial enthusiasm surrounding the Indiana Jones character as an opportunity to educate others about the discipline, whether in the field, lab, library, or office. Altogether, archaeologists are being faced with new communication methods through digital technologies, including VGs (Mariotti 2021), and these commercial games can open a dialogue about historical events, archaeological practices, and the portrayal of CH while raising awareness (Camuñas-García, Cáceres-Reche, and de la Encarnación Cambil-Hernández 2023) about issues of importance to cultural identities.

3.1 Depictions as Pointers to Learning About Tangible Heritage

The most prominent claim is that players can be inspired to learn more about tangible heritage. In SotTR (and the other two games in the trilogy), players are presented with information about the artifact’s history found by Lara, who describes each in the context of its cultural and material features, who created it, and its supposed purposes. These in-game items can also be rotated to reveal additional details, sometimes revealing insights and hidden content, making these games (to some extent) unique in how they exhibit artifacts compared to other games of the same genre. For instance, although treasures throughout the Uncharted (Naughty Dog et al. 2007–2022) games can be examined for their aesthetics, they are not described in cultural contexts but announced with voice-over soundbites by Nathan (Dennis 2019).

The problem with this, of course, at least in the context of the Tomb Raider Survivor Trilogy, is that for players to be inspired to learn more about the artifacts they find, they must loot them and, in doing so, are active participants in the unethical archaeological activities said to be a staple in games of this genre. Further compounding matters, the artifacts in the trilogy are not limited to ancient objects but include contemporary items and modernized interpretations (Dennis 2019). For example, in the rebooted Tomb Raider (Crystal Dynamics 2013), Lara seeks Yamatai, a lost kingdom of ancient Japan; thus, not surprisingly, artifacts include ceremonial fans, animal statuary, and earthenware, among other items from different dynasties, but military items can also be found, related to the occupation of the island by American soldiers during the Second World War. The same can be said for Rise of the Tomb Raider (Crystal Dynamics 2015), with relics primarily from the Byzantine Empire. In addition, military items related to occupation by the Soviet Red Army exist. It can be reasoned that this blending is problematic because it diminishes the motivation to learn more about the many in-game items, but as Thoresen (2021) stresses, these everyday items hold archaeological importance because they, too, belonged to people who stayed in these areas, and how long ago, or for how long, does not matter.

That is, an effort was put into researching specific periods and depicting objects related to the games’ backstories (Livingstone, Louchart, and Jeffrey 2016), which can inspire players to learn more about them. However, the artifacts may not directly map to specific real-world objects (Dennis 2019). Dennis (2019) points out that the artifacts are generalized representations, deviating in color and other detail from the actual objects displayed in museums or described in publications and other sources. She presents the Mask of Tezcatlipoca as an example, a likely interpretation of the famous mosaic mask of the same name, which is currently in the collection of The British Museum (2017) (see Tomb Raider Wiki [n.d.b] and The British Museum [2017] for a comparison). Modeling true-to-life representations of actual artifacts may not have been possible due to the reasons outlined earlier, including intellectual property concerns, as explained in the context of the Notre Dame cathedral in AC Unity. However, it is offered that the less-than-accurate depictions do not dissuade from learning more about these artifacts, including those described throughout the trilogy as modernized interpretations.

In SotTR, for example, Lara finds a burial doll, which she describes culturally and materially, edifying that these dolls were traditionally woven from fabric and stuffed with reeds and grain. Upon closer examination, Lara discovers that the object is a reproduction crafted from modern materials. In attempting to contextualize the burial doll within the plot, she hypothesizes that it might be a promotional toy produced by Porvenir, a fictional oil company from Lima that arrived in the village to drill. Despite this, those who learn more about burial dolls will discover that the inspiration for this in-game item may be the Chancay dolls, named after a pre-Columbian culture (McGuire 2020) (see Tomb Raider Wiki [n.d.a] and The British Museum [n.d.] for a comparison). Although knowledge about the Chancay is limited, artifacts such as pottery and textiles, including burial dolls, indicate that they were proficient in mass production (McGuire 2020). These artifacts are intriguing, not only for their craftsmanship but also for their alleged purposes (McGuire 2020). The lack of detail is not necessarily needed in this context. Instead, the representation serves as a pointer to learning more about these real-life objects of heritage.

Representations in games also serve as pointers to real-world locations of heritage. That is, VGs can ignite interest in cultural sites, subsequently yielding a positive impact on tourism (Mariotti 2021). Mariotti (2021) points to a survey of 827 Italian gamers that showed the majority (79.9 %) would be willing to visit a cultural location they were introduced to in a VG, with 48.7 % acknowledging that they had already done so (IVIPRO 2020). Bowman et al. (2024) found that it is the player’s emotional and self-referential connection to the digital worlds in games, which they termed “sense of place,” that is positively linked to the player’s intentions to visit corresponding real-world locations. This correlation holds across the various AC games studied, indicating that players who form a robust sense of place during gameplay are more inclined to visit these actual places.

To offer an example, Mariotti (2021) points to tourism growth in Monteriggioni, a medieval village in Tuscany near Sienna, Italy. Mariotti (2021) explains that arrivals and overnight stays increased by 7.24 % and 16.28 %, respectively, following the release of AC II (Capone 2011). A survey of 500 tourists by the municipal administration of Monteriggioni a few years later offers potential evidence speaking to the game’s influence, finding that 11.4 % acknowledged they knew of the village from its depiction in the game (Mariotti 2021). It is asserted that such results add to the argument that VGs can be utilized to augment knowledge and appreciation of CH, facilitate public engagement and audience growth, and boost the promotion of archaeological sites, parks, and museums (Mariotti 2021).

3.2 Learning About Intangible Heritage Beyond the Depictions

Of greater importance is that these games can effectively communicate intangible heritage (Mortara et al. 2014) that goes beyond the in-game representations. For example, in SotTR, the setting of the Peruvian Amazonia immerses players in a tropical climate filled with lush foliage and unique wildlife, such as capybaras. The game skillfully integrates the designs of ancient cultures into its breathtaking scenery, enhancing the immersive experience. Indeed, similar to the augmented representation of the Notre Dame Cathedral in AC Unity, the caverns and cliffs in SotTR are modified for gameplay purposes. Ledges and landings are strategically added to facilitate player movement. Consequently, it can be argued that the scenery serves primarily as an aesthetically pleasing backdrop essential for gameplay functionality. Even so, the game presents a believable representation of the Amazon rainforest alongside its biodiversity.

The narrative touches upon activities threatening its health, such as Porvenir, which contaminated Kuwaq Yaku’s water supply and only shut down because of an oil crash. The spectacular background can inspire players to learn more about the jungle’s numerous plant and animal species. At the same time, it can stimulate interest in exploring threats to the region, such as deforestation primarily due to illegal logging, and the impact of these threats on the Indigenous communities. That is, VGs serve as a form of inspiration and, consequently, can be used as a powerful platform to inform about environmental issues (Musichina 2021), encouraging players to engage critically with ecological challenges, including cultural conservation efforts (Camuñas-García, Cáceres-Reche, and de la Encarnación Cambil-Hernández 2023).

Then, some depictions might help players develop a greater appreciation (Camuñas-García, Cáceres-Reche, and de la Encarnación Cambil-Hernández 2023) of other cultures’ customs, values, and beliefs. Día de los Muertos experienced early in SotTR is an example of this. Players are engrossed in the celebration at an outdoor café in Mexico and can speak with certain members of the local community and observe their joyful tradition. The considerate and immersive portrayal can spark an interest in learning more about the multi-day holiday, leading players to discover, for instance, that although the celebration is primarily recognized as originating in Mexico and is listed by UNESCO (n.d.) as part of the Intangible Cultural Heritage of Humanity, it is actually part of the heritage of many cultures and Indigenous communities. These moments go beyond learning about historical figures, places, and events; they are opportunities to delve deeper into nonmaterial culture passed down between generations and their importance to the cultural identity of a people. That is, these games allow players to vividly experience and learn about different cultures, connect with them, and improve their own cultural identity (Musichina 2021).

It is acknowledged that not all players will attain cultural awareness through gameplay or, to the extent possible, through other educational resources such as documentaries. Furthermore, not all players may feel compelled to seek additional information about the in-game representations or to visit the actual locations depicted. Consequently, it is recognized that these VGs cannot be a substitute for the cultural appreciation derived from direct engagement with descendant communities, as such games do not replace experiencing tangible and intangible heritage through alternative means.

However, there are opportunities to incorporate these games into educational settings, such as classrooms, as part of the learning process. For example, as discussed, the immersive jungle climate in SotTR creates learning opportunities to explore threats that impact the region and the communities that rely upon it. At the same time, the café scene celebrating el Día de los Muertos is a way to have a conversation about the celebration that delves deep into the traditions and beliefs of distinct cultures. At a minimum, these games can be used as catalysts by educators to discuss cursory or inaccurate portrayals of historical events, questionable archaeological practices, and the portrayal of CH to not only distinguish fantasy from reality but also bring awareness to such matters.

3.3 Cultural Awareness and the Future of Video Games

While this work focuses on SotTR to illustrate its many points, other commercial VGs also signal that the VG industry is moving in a positive direction with how CH matters are portrayed. Never Alone (also Kisima Inŋitchuŋa) (Upper One Games 2014), for example, is an “atmospheric puzzle platformer” that delves into the traditional lore of the Iñupiat people, offering players an immersive experience primarily focused on finding the source of the external blizzard that endangers the central character’s village (E-Line Media 2016). The indie game has garnered considerable interest for its storytelling, incorporating many cultural elements, including language, objects, landscapes, and spiritual value (Mol et al. 2017a). The game is said to be a collaborative effort between members of the Alaska Native community, the Cook Inlet Tribal Council (2017), and the developer, having taken over two and a half years to complete (Hanussek 2024). There are questions raised regarding its need to generate revenue as a commercial game and how this may have led to compromises in the representation of Indigenous heritage; that is, concerns are voiced that the well-meant depictions may fall short in favor of needing to appeal to global audiences (Laiti et al. 2020). However, the effort emphasizes an earlier point, demonstrating the potential of CH depictions in commercial VGs when meaningful collaboration occurs between those in the game industry and Indigenous communities whose cultural values these games attempt to represent.

It can also be asserted that Never Alone and games like SotTR characterize vastly different genres, with Never Alone potentially helping define an entirely new type of game altogether (if not argued to be a serious game); thus, making any comparisons between such games incredibly difficult or altogether unfair. However, Hanussek (2024) compares AC Unity and Never Alone, despite their genres, alongside the understanding that Ubisoft’s unintentional preservation of tangible heritage through its Notre Dame depiction (in the context of the 2019 fire) drastically contrasts with the deliberate preservation of the Iñupiat culture in Never Alone. According to Hanussek (2024), the games promote and capture CH in a VG (albeit in different ways), and thus, a comparison is possible. They were also developed with the guidance of heritage experts, which, according to Hanussek (2024), strengthens the status of these games as legitimate conduits for heritage preservation.

Consequently, it is argued that games that fall within the same genre as SotTR can demonstrate a commitment to the portrayal of CH and offer educational opportunities. As described, the AC games have long been admired (and vilified) for their attempts at true (albeit believable) and detailed representations of built CH. In recent years, the Discover Tour series has been made available as part of the AC: Origins (Ubisoft Montréal 2017), AC: Odyssey, and AC: Valhalla (Ubisoft Montréal 2020) games (alongside standalone versions), which afford players the ability to explore Ancient Egypt, Ancient Greece, and the Viking age, respectively, as a way to learn more about their history and everyday life (Ubisoft 2022).

Unlike the respective games themselves, these tours are conflict-free (i.e., no combat mechanism), where players (and nonplayers), students and educators can embark on guided tours and stories (Camuñas-García, Cáceres-Reche, and de la Encarnación Cambil-Hernández 2023; Cole 2022; Ubisoft 2022) curated by historians and experts (Ubisoft 2022), creating an immersive and educational experience. As with other games in the franchise, the content was created with academics, including archaeologists, historians, and other experts in their respective fields. Furthermore, in the most recent release of the series, players assume the role of different Anglo-Saxon and Viking characters, putting them at the center of embarked-on quests as they explore maps of Norway and Anglo-Saxon England to learn more about both countries’ history (Ubisoft 2022). Curriculum guides are also available in conjunction with the McGill University Technology Learning & Cognition Lab, divided into disciplines that connect learning objectives, game features, content, and instructional recommendations so that teachers can create their lesson plans (Ubisoft 2020).

The Discover Tour series is described as “a form of virtual heritage tourism” (Politopoulos et al. 2019, p. 319) in the way it combines archaeological research, museum exhibitions, and academic scholarship with gameplay interaction and customization (Cole 2022). As with the arguments presented thus far focused on the portrayal of CH in VGs, Cole (2022), citing Rollinger (2020), explains that the series has the added effect of “blurring the differences between history, games, and heritage” (p. 39). That is, it shows how these games can adeptly blend entertainment and educational elements (Cole 2022; Mariotti 2021; Mortara et al. 2014; Wang 2021). Thus making the exploration of heritage more accessible, captivating, and impactful for worldwide audiences (Mariotti 2021).

The series helps demonstrate the strength of VGs as an educational tool and their potential to raise awareness of CH (Camuñas-García, Cáceres-Reche, and de la Encarnación Cambil-Hernández 2023). Rather than simply “telling” about historical events through VGs, historians and archaeologists have opportunities to “show” historical accounts (Mariotti 2021). More importantly, they can use these games to describe “why” something happened, using drama, story, and characters to create a compelling experience (Mariotti 2021). Altogether, educators can bring these games and extensions, such as the Discover Tour, into the classroom setting, creating engaging and immersive opportunities for their students to explore the past, dispelling myths about ancient people, and spark conversations about matters of importance in CH contexts.

4 Conclusions

The use of historical and CH components in VGs is here to stay (HAI n.d.), while the debate regarding their accurate portrayal of these elements will likely never end (McCall 2016). It is, therefore, imperative that CH is respectfully represented in these games, avoiding portrayals that marginalize a culture’s identity or diminish the achievements of its people. This emphasizes the vital importance of collaboration between the game industry, those in the heritage field, and members of the communities represented in these games. It is presented in this work that such collaboration not only enriches the gaming content but also fosters a deeper understanding and appreciation among gamers for the diversity and complexity of cultures from around the world.

However, even though games like SotTR are said to struggle in their depictions (e.g., Dennis 2019), it is presented that they can contribute to greater cultural awareness and appreciation (Camuñas-García, Cáceres-Reche, and de la Encarnación Cambil-Hernández 2023). That is, by engaging players in storylines that weave through historical settings and narratives, VGs offer a unique interactive platform that can evoke empathy and a personal connection to cultures and histories otherwise abstract or distant. This experiential learning aspect, where players live the history, can significantly complement traditional educational methods, making the preservation of CH not just a matter of academic interest but a vibrant living experience accessible to all. This thinking is critical as preserving CH is becoming increasingly problematic, and consequently, alternative ways that allow for a deeper appreciation and understanding through active exploration are vital.

Altogether, VGs are believed to engage players, motivating them to deeply participate in activities they would otherwise not find of interest, and in doing so, create ways to enrich learning; hence, these games are a medium that can be used to engage that go beyond their face-value entertainment. Although these games are not intended as definitive texts and should be considered at most representative, they can carry educational importance, at minimum serving as pointers to further learning (MacCallum-Stewart and Parsler 2007). These games can be used in classrooms as a means by which to ignite conversations about how culture is represented and how these depictions are aligned with the real world, creating opportunities that differentiate the immersive and captivating storytelling from their actual accounts. Such opportunities may also help further the cause that while there are signs that the VG industry is moving in a positive direction, there is more work to be done in the context of how matters of CH are exemplified in commercial VGs, including historical depictions and archaeological practices.


Corresponding author: Boaventura DaCosta, Solers Research Group, Orlando, USA, E-mail:

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Received: 2024-05-10
Accepted: 2024-06-27
Published Online: 2024-08-23
Published in Print: 2024-10-28

© 2024 the author(s), published by De Gruyter, Berlin/Boston

This work is licensed under the Creative Commons Attribution 4.0 International License.

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