Articles | Volume 5, issue 3
https://doi.org/10.5194/gc-5-289-2022
https://doi.org/10.5194/gc-5-289-2022
Review article
 | 
27 Sep 2022
Review article |  | 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

Viewed

Total article views: 1,783 (including HTML, PDF, and XML)
HTML PDF XML Total Supplement BibTeX EndNote
1,400 370 13 1,783 59 8 7
  • HTML: 1,400
  • PDF: 370
  • XML: 13
  • Total: 1,783
  • Supplement: 59
  • BibTeX: 8
  • EndNote: 7
Views and downloads (calculated since 14 Apr 2022)
Cumulative views and downloads (calculated since 14 Apr 2022)

Viewed (geographical distribution)

Total article views: 1,783 (including HTML, PDF, and XML) Thereof 1,687 with geography defined and 96 with unknown origin.
Country # Views %
  • 1
1
 
 
 
 

Cited

Latest update: 21 Nov 2024
Download
Short summary
Video games are the largest sector of the entertainment industry and often contain ancient animals (e.g. dinosaurs) and/or fossils. This may be the first or only exposure gamers have to palaeontology, and it provides a useful starting point for science outreach. However, video games are not typically designed to be educational. We investigate the use of palaeontology in video games and highlight common tropes that may skew the public perception of palaeontological science.
Altmetrics
Final-revised paper
Preprint