From Seeds to Screen: A Brief Guide to Choosing Digital Assets for Historical Edugames

This contribution examines the role of scientific coherence in virtual reconstructions of archaeological contexts, using archaeobotanical data as an illustrative example in the development of museum edugames within 3D environments such as Unity3D. It argues that historical reconstruction cannot be confined solely to architectural structures, but must extend to the anthropogenic and natural landscape, including plant species, agricultural practices, and environmental resources documented through archaeological, palaeobotanical, and isotopic evidence. This principle also applies to textures, vessels, and furnishings, which are often selected from standardized digital assets (such as the various “Roman packs 3D”) available online at relatively low cost. The arbitrary use of such standardized digital assets, characteristic of commercial game design, risks generating anachronistic and culturally misleading representations, thereby undermining the scientific credibility of museum institutions. To a certain extent, this paper seeks to raise awareness among game designers, developers, software companies, and, more broadly, all relevant stakeholders (including academics, industry professionals, and policymakers) regarding the importance of adopting accurate and non-standard assets. It is, indeed, through careful attention to detail that a game acquires genuine educational value, rather than remaining merely a form of entertainment.

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Publication Details

Journal
Uluslararası Müze Eğitimi Dergisi
Published
2026-06-30
DOI
https://doi.org/10.51637/jimuseumed.1898299
Primary Topic
Archaeology and ancient environmental studies
Type
article
Field-Weighted Citation Impact
0.00
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article

From Seeds to Screen: A Brief Guide to Choosing Digital Assets for Historical Edugames

Michele Domenico Todino, Marco Caruso, Alessio Di Paolo, Anna Rescigno
Uluslararası Müze Eğitimi Dergisi
Archaeology and ancient environmental studies
article

From Seeds to Screen: A Brief Guide to Choosing Digital Assets for Historical Edugames

Michele Domenico Todino, Marco Caruso, Alessio Di Paolo, Anna Rescigno
article en

Abstract

This contribution examines the role of scientific coherence in virtual reconstructions of archaeological contexts, using archaeobotanical data as an illustrative example in the development of museum edugames within 3D environments such as Unity3D. It argues that historical reconstruction cannot be confined solely to architectural structures, but must extend to the anthropogenic and natural landscape, including plant species, agricultural practices, and environmental resources documented through archaeological, palaeobotanical, and isotopic evidence. This principle also applies to textures, vessels, and furnishings, which are often selected from standardized digital assets (such as the various “Roman packs 3D”) available online at relatively low cost. The arbitrary use of such standardized digital assets, characteristic of commercial game design, risks generating anachronistic and culturally misleading representations, thereby undermining the scientific credibility of museum institutions. To a certain extent, this paper seeks to raise awareness among game designers, developers, software companies, and, more broadly, all relevant stakeholders (including academics, industry professionals, and policymakers) regarding the importance of adopting accurate and non-standard assets. It is, indeed, through careful attention to detail that a game acquires genuine educational value, rather than remaining merely a form of entertainment.

Uluslararası Müze Eğitimi DergisiVol. 8(1)
University of Salerno (IT), University of Macerata (IT)
Openalex Percentile: Top 6%
Archaeology and ancient environmental studies
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