No CrossRef data available.
Article contents
Christian Rollinger, ed. Classical Antiquity in Video Games: Playing with the Ancient World (London: Bloomsbury Academic, 2020, xv and 294pp., 27 b/w figs, eBook ISBN 978-1-3500-6665-6)
Published online by Cambridge University Press: 14 February 2022
Abstract
An abstract is not available for this content so a preview has been provided. Please use the Get access link above for information on how to access this content.

- Type
- Book Review
- Information
- Copyright
- Copyright © The Author(s), 2022. Published by Cambridge University Press on behalf of the European Association of Archaeologists
References
Aycock, J. & Biittner, K. 2019. Inspecting the Foundation of Mystery House. Journal of Contemporary Archaeology 6(2): 183–205. doi: https://doi.org/10.1558/jca.36745CrossRefGoogle Scholar
Chapman, A. 2016. Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice. London: Routledge.10.4324/9781315732060CrossRefGoogle Scholar
Clare, R. 2021. Ancient Greece and Rome in Videogames: Representation, Play, Transmedia. London: Bloomsbury Academic.10.5040/9781350157224CrossRefGoogle Scholar
Reinhard, A. 2018. Archaeogaming: An Introduction to Archaeology in and of Video Games. New York: Berghahn Books.10.2307/j.ctvw04bb5CrossRefGoogle Scholar
Thorsen, T. S. 2012. Greek and Roman Games in the Computer Age. Trondheim: Akademika Publishing.Google Scholar