This exploration demonstrates serious games enhance heritage mediation for inaccessible sites, highlighting the case of the Tomb of Sennefer.
Numerous heritage sites remain inaccessible due to factors such as their state of preservation, physical inaccessibility, or the geopolitical context of their location. Advances in digital documentation technologies provide opportunities to preserve records of these monuments and make them more accessible. Among these digital tools, video games, and more specifically serious games, have emerged as effective mediums for public heritage mediation. This paper explores the potential of serious game development for communicating about heritage sites that are otherwise inaccessible. The chosen case study is the chapel of the Theban Tomb of Sennefer (TT96A), an elite member of the 18th Dynasty of Ancient Egypt, situated in the site of Sheikh Abd el-Qurna, near present-day Luxor. The study demonstrates that the methodology used in developing these tools, such as employing a storyboard, offers a robust means of conveying the historical evolution of such sites. The result is illustrated through a video showcasing the game, available at: https://youtu.be/K1b4P9HSu-E.
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Thise et al. (2025) studied this question.
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