Video Games as a Tool for Heritage Mediation, Application on the Monument of Sennefer in the Theban Necropolis, Egypt

Abstract. Numerous heritage sites remain inaccessible due to factors such as their state of preservation, physical inaccessibility, or the geopolitical context of their location. Advances in digital documentation technologies provide opportunities to preserve records of these monuments and make them more accessible. Among these digital tools, video games, and more specifically serious games, have emerged as effective mediums for public heritage mediation. This paper explores the potential of serious game development for communicating about heritage sites that are otherwise inaccessible. The chosen case study is the chapel of the Theban Tomb of Sennefer (TT96A), an elite member of the 18th Dynasty of Ancient Egypt, situated in the site of Sheikh Abd el-Qurna, near present-day Luxor. The study demonstrates that the methodology used in developing these tools, such as employing a storyboard, offers a robust means of conveying the historical evolution of such sites. The result is illustrated through a video showcasing the game, available at: https://youtu.be/K1b4P9HSu-E.

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Publication Details

Journal
ISPRS annals of the photogrammetry, remote sensing and spatial information sciences
Published
2025-09-24
DOI
https://doi.org/10.5194/isprs-annals-x-m-2-2025-317-2025
Primary Topic
Ancient Egypt and Archaeology
Type
article
Field-Weighted Citation Impact
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article

Video Games as a Tool for Heritage Mediation, Application on the Monument of Sennefer in the Theban Necropolis, Egypt

Pierre Hallot, Dimitri Laboury, Alice Thise
ISPRS annals of the photogrammetry, remote sensing and spatial information sciences
Ancient Egypt and Archaeology
article

Video Games as a Tool for Heritage Mediation, Application on the Monument of Sennefer in the Theban Necropolis, Egypt

Pierre Hallot, Dimitri Laboury, Alice Thise
article en

Abstract

Abstract. Numerous heritage sites remain inaccessible due to factors such as their state of preservation, physical inaccessibility, or the geopolitical context of their location. Advances in digital documentation technologies provide opportunities to preserve records of these monuments and make them more accessible. Among these digital tools, video games, and more specifically serious games, have emerged as effective mediums for public heritage mediation. This paper explores the potential of serious game development for communicating about heritage sites that are otherwise inaccessible. The chosen case study is the chapel of the Theban Tomb of Sennefer (TT96A), an elite member of the 18th Dynasty of Ancient Egypt, situated in the site of Sheikh Abd el-Qurna, near present-day Luxor. The study demonstrates that the methodology used in developing these tools, such as employing a storyboard, offers a robust means of conveying the historical evolution of such sites. The result is illustrated through a video showcasing the game, available at: https://youtu.be/K1b4P9HSu-E.

ISPRS annals of the photogrammetry, remote sensing and spatial information sciencesVol. X-M-2-2025
University of Liège (BE)
Openalex Percentile: Top 72%
Ancient Egypt and Archaeology
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Video Games as a Tool for Heritage Mediation, Application on the Monument of Sennefer in the Theban Necropolis, Egypt — Pierre Hallot, Dimitri Laboury, et al. · ISPRS annals of the photogrammetry, remote sensing and spatial information sciences (2025) | TGRS Research Map | TGRS