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Nekyia: Descent into Hades – A case study on playing with the Past through Serious Games.

2023/09/25 by Nikos Tsironis, Angeliki Chrysanthi · 2 voices

paper · doi:10.5281/zenodo.18929480

openalex publication_date 2023/09/25 · openalex created_date 2026/03/10 · openalex updated_date 2026/07/01

Abstract

This case study presents Nekyia: Descent into Hades, an interactive application developed for desktop computers, designed as a playful narrative experience centered on Odysseus’s descent into Hades as depicted in Homer’s Odyssey. The application combines landscapes described by Homer along with specific areas of the Acheron Necromanteion, located in Mesopotamos, Preveza, Greece. The application also integrates other literary sources, most notably Book 6 of Virgil’s Aeneid, where the protagonist also descends into Hades. Through the combination of these literary sources with the archaeological data, the game establishes a meaningful dialogue between classical literature and contemporary archaeological inquiry. A significant aspect of this project is the use of photogrammetry to create three-dimensional models of the Necromanteion's areas. Photogrammetry serves as a crucial documentation method in archaeology, allowing for detailed and accurate representations of sites that can be integrated into digital applications. This technique not only enhances the preservation of archaeological contexts but also connects these sites with serious games, providing immersive experiences that can lure users into learning about cultural heritage. By transforming real-world locations into interactive digital environments, photogrammetry facilitates a deeper engagement with the past, making archaeological knowledge accessible and compelling. The fundamental goal in creating serious games in this context is to enhance cultural representation through engaging digital applications that capture user attention and encourage exploration within the virtual environments. Techniques such as learning by doing can significantly contribute to this aim, as users actively engage in processes related to production or ritualistic practices, thus deepening their understanding of the cultural context (Mariotti, 2021). The primary aim of this case study is to examine the balance that serious games must strike between delivering substantial informative content and facilitating user engagement. It seeks to determine whether this application can effectively captivate users while simultaneously providing significant learning value. This inquiry is vital within the context of digital archaeology, as it addresses the potential for digital tools to both inform and entertain, thereby enhancing user experience in cultural heritage engagement (Politopoulos, 2019). Through a comprehensive analysis of user interactions, this case study investigates whether Nekyia: Descent into Hades can stimulate interest in the literary context of the Odyssey and its connection to the real-world site of the Necromanteion. Users engage with the application by assuming the role of Odysseus, progressing through a series of straightforward interactions that advance the linear narrative. This approach allows users to encounter pivotal characters from the Nekyia while also exploring significant themes related to ancient Greek culture, including notions of life and death, religious practices, and divine retribution. A distinctive feature of Nekyia: Descent into Hades is its emphasis on participatory engagement, allowing players to perform the necromantic ritual step by step rather than passively witnessing it. This "learning by doing" approach enhances the user's connection to the ritual, transforming them into active participants in the narrative. Such engagement is grounded in educational theory, which suggests that active involvement in a process significantly increases retention and understanding of the material. By performing the ritual, users not only engage with the content on a deeper level but also strengthen their capacity to remember the steps and cultural significance of the necromantic practices portrayed in the game (Mariotti, 2021, p.127). To evaluate whether these objectives were achieved, a survey was conducted with 19 participants, by using three methods: observation during the play through, a questionnaire, and interviews, to gain insight in the personal experience of each individual. The results of the survey indicate that the application effectively maintains a balance between engagement and informative learning experience. Participants reported positive experiences, demonstrating a notable interest in the supplemental informational material. Many expressed that this additional context enhanced their understanding of the mythological narrative and the archaeological site it references. Furthermore, a considerable proportion of respondents indicated a desire to seek further knowledge about the Odyssey and expressed intentions to visit the Necromanteion following their interaction with the application. Nekyia: Descent into Hades exemplifies how serious games can effectively serve as interactive "mythological museums," enabling players to learn about rituals, mythology, and ancient belief systems within a captivating narrative framework. By allowing users to participate actively in the necromantic ritual, the application not only enriches their experiential learning but also significantly increases the probability of retention regarding the cultural practices represented (Friedlander, 2010, pp. 125 -127). By creating aesthetically rich 3D environments and structuring narratives that blend information, drama, and engagement, applications can facilitate an enriching visitor experience at archaeological sites or function independently as sources of entertainment and knowledge. In summary, this case study contributes to the ongoing exploration of digital archaeology and the role of serious games in enhancing cultural engagement. Nekyia: Descent into Hades serves as a case study that illustrates the potential of integrating interactive narratives with archaeological education, highlighting how digital tools can support learning and promote interest in ancient civilizations. As the field evolves, such applications may offer valuable opportunities for developing connections between users and the cultural heritage of the past.

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