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Fun Labor Is Still Labor

Archaeological Consulting in the Games Industry

Bibliographic Data

ID21242091
AuthorsEmma Yasui (0000-0002-3264-9010, York University, corresponding author)
Year2026
Pages1-9
Publication date2026-06-18
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueAdvances in Archaeological Practice (JOURNAL)
Journal identifiersISSN: 2326-3768 • E-ISSN: 2326-3768
PublisherCambridge University Press (CUP) (PUBLISHER)
DOI10.1017/aap.2026.10159
OpenAlexW7165206524
LanguageEN
References cited13

Overview Games have the potential to engage a wider public with archaeology, but popular products also continue to perpetuate misconceptions about the past. One potential solution is for archaeologists, heritage professionals, and historians to act as consultants in the process of game design. However, there has been little published about what consultation involves, particularly with the understanding that games with archaeological themes often rely heavily on colonial narratives, as well as stereotypes that affect descendant communities. In this digital review, I draw on my experiences as an archaeologist and cultural consultant within the tabletop games industry to highlight how representation, expertise, and positionality are considerations for any scholar who is solicited for consultation on a commercial product. I also address the unpaid, underpaid, and emotional labor that lurks within an industry reliant on personal passions and work characterized as fun. I conclude with recommendations that focus on reducing harm in the present while playing with the past

Affect (linguistics) · Colonialism · Harm · Passions · Process (computing) · Work (physics) · Archaeological Research and Protection · Digital Games and Media · Historical and Cultural Archaeology Studies

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Citation velocityhistorical
Highly citedNo

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