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https://doi.org/10.5194/egusphere-2022-84
https://doi.org/10.5194/egusphere-2022-84
14 Apr 2022
 | 14 Apr 2022

The perception of palaeontology in commercial off-the-shelf video games and an assessment of their potential as educational tools

Thomas Clements, Jake Atterby, Terri Cleary, Richard Dearden, and Valentina Rossi

Abstract. Video games now comprise the largest sector of the media entertainment industry. Hundreds of video games, spanning a huge variety of genres and platforms, use extinct animals and/or palaeontological themes as a basis for their gameplay. Because of this, many players, especially children, spend long periods of time engaging with, and immersed in, palaeontological concepts and themes. Indeed, video games may be the first medium of implicit or tangential science communication they engage with, especially with regards to palaeontology. However, commercial off-the-shelf video games are not primarily designed to be educational tools, and the proliferation of some common tropes can disseminate harmful and/or unethical (mis)information regarding palaeontology. This paper introduces the major types of palaeontological video games and discusses their educational potential. Moreover, we highlight the most common palaeontological tropes observed in video games, both positive and negative, to better inform science communicators about the perception of palaeontology (and ancient animals) in this massively influential medium. Furthermore, by highlighting common misconceptions and harmful tropes we aim to bring awareness to game developers who may be unaware that they could be propagating negative tropes about palaeontological science.

Publisher's note: Copernicus Publications remains neutral with regard to jurisdictional claims made in the text, published maps, institutional affiliations, or any other geographical representation in this preprint. The responsibility to include appropriate place names lies with the authors.
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Journal article(s) based on this preprint

27 Sep 2022
The perception of palaeontology in commercial off-the-shelf video games and an assessment of their potential as educational tools
Thomas Clements, Jake Atterby, Terri Cleary, Richard P. Dearden, and Valentina Rossi
Geosci. Commun., 5, 289–306, https://doi.org/10.5194/gc-5-289-2022,https://doi.org/10.5194/gc-5-289-2022, 2022
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Video games are the largest sector of the entertainment industry and often contain ancient...
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