a significant body of literature has been committed to explaining the production of 3D models for archaeological purposes (Bentkowska-Kafel et al. 2012; Frischer et al. 2002; Barceló et al. 2000) but very little attention has been given to the way in which these models have been mediated or prepared for consumption. We have invested in the production of digital assets but have failed to consider the diverse settings within which they might be consumed.
This reminds me of an Article I read, where different people react unexpectedly to very scripted products such as the Assassin's Creed franchise. Leading people to experience it in a variety of ways depending on their background, which the producer might not always intend, but reflects the contributions of a diverse staff