22.12.2016 Views

SAA

Nov2016_web

Nov2016_web

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

VIDEO GAMES AND ARCHAEOLOGY<br />

Archaeological research is not restricted to virtual spaces that<br />

are copies or representations of real sites. Indeed, it can be<br />

equally valuable to conduct archaeological modeling or to<br />

test hypotheses in fictional spaces. For instance, World of<br />

Warcraft is an MMORPG set in an extensive world with a<br />

large player base. 8 The large number of players, as well as the<br />

complex spaces that they engage in, have provided suitable<br />

conditions for many research projects in the fields of sociology<br />

(Bainbridge 2010), ethnography, and even epidemiology<br />

(Balicer 2005). Video games could prove to be a fertile environment<br />

for archaeological theory testing, for instance into<br />

human interaction with space or exchange networks (Mol<br />

2014).<br />

Conclusion<br />

This article began by showcasing the results from a small<br />

survey about archaeology and video games conducted at Leiden<br />

University’s Faculty of Archaeology. Through this survey,<br />

we were able to observe a paradox in the attitudes of archaeologists<br />

toward video games and their inclusion of archaeological<br />

elements. While the respondents enjoyed archaeology<br />

in these games, they did not find it particularly important.<br />

They noted a number of explanations for this, ranging from<br />

problems of accuracy to a lack of excitement.<br />

The aforementioned examples are only some of a large number<br />

of current practices and developments taking place in the<br />

intersection of archaeology and gaming. They provide a<br />

glimpse of the value this field may hold for education,<br />

research, and society. This potential is currently held back by<br />

the general niche status of gaming as a serious topic to be<br />

tackled by (dedicated) archaeological professionals. On the<br />

other side of the spectrum, well-willing developers often<br />

have no access to archaeological resources and professional<br />

networks, effectively requiring them to explore the archaeological<br />

profession or the period their games take place in by<br />

themselves. In sum, we feel that closer collaborations<br />

between game developers and archaeologists are needed if<br />

video games and archaeology are to be of greater mutual<br />

value. Collaborations will increase public outreach of archaeology<br />

as well as provide new avenues for archaeological<br />

research. At the same time it will enrich video game development<br />

by creating a deeper and more accurate immersion<br />

into the past.<br />

References Cited<br />

Bainbridge, William Sims<br />

2010 The Warcraft Civilization: Social Science in a Virtual World.<br />

MIT Press, Cambridge.<br />

Balicer, Ran<br />

2005 Modeling Infectious Diseases Dissemination through<br />

Online Role-Playing Games. Epidemiology 18:260–261.<br />

Lowe, Dunstan<br />

2013 Always Already Ancient: Ruins in the Virtual World. In<br />

Greek and Roman Games in the Computer Age, edited by Thea S.<br />

Thorsen, pp. 53–90. Fagbokforlaget, Trondheim.<br />

Mol, Angus<br />

2014 Play-Things and the Origins of Online Networks: Virtual<br />

Material Culture in Multiplayer Games. Archaeological Review<br />

from Cambridge 29:144–166.<br />

Morgan, Colleen L.<br />

2009 (Re)Building Çatalhöyük: Changing Virtual Reality in<br />

Archaeology. Archaeologies 5(3):468–487.<br />

Roy, Gilles<br />

2015 APOTHEON: The Action Hero at the Heart of Greek<br />

Myth. February 18, 2015. Play the Past. Electronic document,<br />

http://www.playthepast.org/?p=5104, accessed September 21,<br />

2015.<br />

Tate<br />

2014 Tate Creates Minecraft Worlds Inspired by Art. November<br />

17, 2014. Tate. Electronic document, http://www.tate.org.uk/<br />

context-comment/articles/tate-worlds-minecraft, accessed September<br />

21, 2015.<br />

Notes<br />

1. The questionnaire can be found on VALUE’s website:<br />

http://www.valueproject.nl/wp-content/uploads/2015/10/Surveysemi-final-draft.pdf.<br />

2. Question 6: “What do you enjoy most in a video game?” The<br />

respondents could choose multiple answers. The percentage refers<br />

to the amount of respondents who selected this aspect out of the<br />

total number of people who answered this question.<br />

3. These aspects may refer to archaeology as a subject, archaeology<br />

as a profession, archaeological interpretations, or anything else<br />

the respondents considered.<br />

4. Question 10: “Do you think archaeology in video games is<br />

representative of actual archaeology? Why?”<br />

5. You can find our play-through of the game with commentary<br />

here: https://www.youtube.com/playlist?list=PLKbRwyeu6RQ<br />

v7cFpaSAF0u7pOGRvaR-0j.<br />

6. You can see the developing project, or sign up to participate,<br />

on their tumblr: http://museumcraft.tumblr.com/.<br />

7. An extensive write-up of this event can be found on VALUE’s<br />

website: http://www.valueproject.nl/blog-posts/streaming-thepast/recap-of-the-palmyra-re-construction/.<br />

8. Currently, the game has 5.6 million subscribers globally. At<br />

its height in 2010, 12 million people were subscribed to World of<br />

Warcraft, http://www.statista.com/statistics/276601/number-ofworld-of-warcraft-subscribers-by-quarter/.<br />

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

15

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!