The Case for Archaeogaming and Affectiveness: Olympia as a Case Study in Assassin’s Creed Odyssey
Archaeogaming , Archaeology , Affect , Affective History , Assassin’s Creed Odyssey , Video Games , Olympia , Pelopeion , Ash Altar of Zeus , Temple of Zeus , Temple of Hera
This research utilizes a twofold approach: the general framework of archaeogaming; and the theoretical position of affective history. Using the video game Assassin’s Creed Odyssey as a case study, this research paper provides a critique of the current literature as it relates to the topics of archaeogaming and affective history. Documented archaeological findings of Olympia are examined in known literature, as well as in the designed environment of the video game. The study provides further understanding of how archaeogaming is defined as the “archaeology both in and of digital games” (Reinhard 2) and how the application of affective history theory, the study of the past with emotional and human experience through re-enactment, holds the potential to open new avenues of study in classical archaeology. This research demonstrates how video games and classical archaeology merge together, providing an alternative form of study that can be applied to classical studies.