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VIDEO GAMES AND ARCHAEOLOGY<br />

field as the tools for its exploration become widely available.<br />

This availability is driving a new age of experimentation,<br />

increasingly undertaken by students whose status as digital<br />

natives allows them to intuitively merge interests in archaeology<br />

and virtual technologies. My own interest in this<br />

regard continues to focus on the technology’s potential for<br />

applied archaeology, and particularly the ways it can support<br />

social justice education (González-Tennant 2013). The rise of<br />

walking simulators in recent years demonstrates that a growing<br />

segment of the public are starved for nontraditional<br />

video games. This group seeks new experiences where selfexploration<br />

and novel forms of storytelling are central to the<br />

gaming experience. Archaeologists are in a powerful position<br />

to take advantage of this growth and to communicate<br />

the past to the public in immersive and interactive ways.<br />

Walking Simulators and Racial Violence<br />

Utilizing video games for applied archaeology, especially as<br />

it relates to difficult heritage, is not without its risks. Many<br />

still consider video games to be a childish form of entertainment.<br />

Not only is this false—the average age of most video<br />

gamers is over 30—a growing body of research demonstrates<br />

that video games are capable of eliciting strong emotional<br />

responses while simultaneously supporting the development<br />

of critical reasoning skills (Bogost 2011). Utilizing<br />

entertainment technologies to commemorate racial violence<br />

can run the risk of essentializing complex histories of disenfranchisement.<br />

This includes the creation of one-dimensional<br />

characters or reliance on worn-out tropes drawn from major<br />

motion pictures. These pitfalls are avoidable through the<br />

flexibility and power of video games, which supports wholly<br />

new ways of communicating difficult histories to a new generation<br />

in sensitive and thought-provoking ways. A successful<br />

example of this potential is illustrated with ongoing work<br />

in Rosewood, Florida.<br />

My exploration of archaeological walking simulators began<br />

in 2005 when I started researching Rosewood, Florida, home<br />

to a prosperous African American community that was<br />

destroyed in 1923 during a week-long episode of violence<br />

commonly referred to as the Rosewood race riot. In addition<br />

to documentary, ethnohistorical, and archaeological<br />

research, my ongoing work in Rosewood explores the use of<br />

virtual technologies to translate academic research into public<br />

knowledge. This includes the use of digital storytelling<br />

and the creation of a virtual world that reconstructs the vanished<br />

landscape of Rosewood. This virtual world remains<br />

one of the largest ever created by historical researchers and<br />

is available online at www.virtualrosewood.com. The current<br />

version of this virtual world recreates two square miles of<br />

Figure 3. View of original and updated structure from the Rosewood virtual<br />

world.<br />

landscape and includes nearly fifty structures representing<br />

homes, businesses, and public buildings (e.g., train depot,<br />

schoolhouse). While I was unaware of the term walking simulator<br />

when I began this project, my original virtual world is<br />

similarly focused on allowing users to freely explore the<br />

landscape. There are no non-player characters to interact<br />

with, nor any linear narratives to follow. Instead, users are<br />

able to learn about the town through the placement of historical<br />

signs at various points throughout the virtual world.<br />

I am presently updating the Rosewood virtual world, and<br />

many of my design choices are motivated by a serious<br />

engagement with walking simulators. At the center of this<br />

process is a desire to create a believable world. In support of<br />

this goal, I am literally (re)building the virtual world from<br />

the ground up. This begins with the incorporation of LiDAR<br />

data to create a physically accurate ground surface. It is a<br />

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

25

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