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VIDEO GAMES AND ARCHAEOLOGY<br />

investigation of the genre of walking simulator video games<br />

as a digital flaneur, in which the digital material culture is<br />

more important than the gaming mechanics. González-<br />

Tennant speaks to the utility of the walking simulator video<br />

game in constructing places and archaeological narratives.<br />

Yet it should be noted that most gameplay does not respect<br />

the integrity of digital artifacts. The respondents to VALUE’s<br />

survey mentioned earlier felt that any archaeological or historic<br />

themes were overshadowed by what they see as “looting”<br />

behavior within video games, such as crushing old pots<br />

or destroying tombs for treasure. This is further expanded<br />

on by Dennis, who writes about the applicability of current<br />

archaeological ethics to video games and virtual material culture.<br />

She also expands on aspects of gamer culture that are<br />

potentially abusive to academics studying video games, a<br />

caution for those who wish to engage with this particular<br />

medium.<br />

Beyond the archaeological investigation of existing video<br />

game cultures and landscapes, archaeologists are increasingly<br />

modifying games or creating their own games. In my<br />

submission to this special section, I encourage an interventionist<br />

attitude toward popular games. After building Çatalhöyük<br />

in the open world of Second Life and Star Carr in<br />

Minecraft, I found myself surprised at the creativity and<br />

engagement that players had with the archaeological sites.<br />

Several archaeologists are using the Unity game engine as a<br />

platform to reconstruct archaeological sites and to make<br />

archaeology-themed games. As mentioned previously,<br />

González-Tennant explored the walking simulator by using<br />

Unity to reconstruct Rosewood, Florida, a community<br />

destroyed in 1923 in a week-long incident of race-based violence.<br />

As a testament to the flexibility of the platform, Hiriart<br />

used Unity to create an Anglo-Saxon landscape in England.<br />

Hiriart is not an archaeologist, but a game developer and lecturer<br />

interested in telling microhistories through games.<br />

Copplestone also used Unity for a very different game,<br />

Adventures in the Gutter, that does not reconstruct an archaeological<br />

landscape but invites the player to assume the role<br />

of an archaeologist making interpretive decisions, one from<br />

the British Museum and the other as a field archaeologist. In<br />

all of these instances, the authors note the utility of making<br />

the game in provoking new questions regarding archaeological<br />

practice.<br />

In this issue I have gathered voices from the #Archaeogaming<br />

community of archaeological explorers and makers that<br />

demonstrate the vibrant interdisciplinary research within the<br />

archaeology of video games. I encourage the readers of the<br />

<strong>SAA</strong> Archaeological Record to join the conversation and to<br />

come with us to explore new digital vistas. Note that not all<br />

publications mentioned in this introduction are included in<br />

this issue. Three articles by Colleen Morgan, Tara Copplestone,<br />

and Erik Champion will appear in a subsequent issue<br />

in 2017.<br />

References Cited<br />

Perry, Sara, and Colleen Morgan<br />

2015 Materializing Media Archaeologies: The MAD-P Hard<br />

Drive Excavation. Journal of Contemporary Archaeology 2(1):94–<br />

104.<br />

Watrall, Ethan<br />

2002 Interactive Entertainment as Public Archaeology. <strong>SAA</strong><br />

Archaeological Record. 2(2):37–39.<br />

10 The <strong>SAA</strong> Archaeological Record • November 2016

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