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VIDEO GAMES AND ARCHAEOLOGY<br />

to be ignored or forced out of the gaming space. While there<br />

are organizations, such as the Crash Override Network, that<br />

are working to combat the harassment that can result from<br />

participation with toxic Internet communities, any research<br />

undertaken within video games should be considered in<br />

light of the potential ramifications of engagement.<br />

Moving Forward<br />

Establishing ethical standards and guidelines of practice isn’t<br />

an endeavor that can be one and done. The Internet, considered<br />

not only a repository for disembodied data but also as a<br />

collection of the actions and desires of individuals and<br />

groups, changes with time. Ethical standards need to be<br />

determined for immediate work in archaeogaming but also<br />

need to be constantly reevaluated as the culture of Internet<br />

behavior and interactions changes. As we look at research<br />

concerning the Internet conducted in 1995, or even 2005, it’s<br />

obvious how much the environment has been altered and<br />

changed, especially with the advent of social media (Perry<br />

and Beale 2015). Trying to apply digital ethical standards<br />

from the past to the present isn’t viable, and neither will<br />

applying the standards of 2015 be necessarily applicable in<br />

2025. This isn’t an area for complacency but one of constant<br />

review and vigilance.<br />

As the subfield progresses, and the canon of published<br />

research focused specifically on archaeology within video<br />

games grows, the discipline would do well to look to other,<br />

parallel fields to compare standards of ethical practice and<br />

methods of obtaining data with respect for the populations<br />

involved. The distinction between archaeology and anthropology<br />

is amorphous and often argued, but looking to how cultural<br />

anthropologists conduct research online, as well as to<br />

how sociologists and scholars of game design comport themselves,<br />

gives us comparative standards of practice to examine.<br />

They may not be looking for the same data, but they’re<br />

increasingly looking in the same places, and where they are<br />

now is where we need to go . . . ethically, and responsibly.<br />

Acknowledgments<br />

Thank you to Colleen Morgan for inclusion in this issue, to<br />

the users of the #archaeogaming hashtag, and to the players<br />

and archaeologists whose many conversations encouraged<br />

this discussion.<br />

References Cited<br />

Boellstorff, Tom, Bonnie Nardi, Celia Pearce, and T. L. Taylor<br />

2012 Ethnography and Virtual Worlds: A Handbook of Method.<br />

Princeton University Press, Princeton, New Jersey.<br />

Chess, Shira, and Adrienne Shaw<br />

2015 A Conspiracy of Fishes, or, How We Learned to Stop Worrying<br />

About #GamerGate and Embrace Hegemonic Masculinity.<br />

Journal of Broadcasting & Electronic Media 59(1):208–220.<br />

Entertainment Software Association<br />

2015 Essential Facts about the Computer and Video Game<br />

Industry. Electronic document, http://www.theesa.com/wpcontent/uploads/2015/04/ESA-Essential-Facts-2015.pdf,<br />

accessed October 13, 2016.<br />

Perry, Sara, and Nicole Beale<br />

2015 The Social Web and Archaeology’s Restructuring: Impact,<br />

Exploitation, Disciplinary Change. Open Archaeology 1(1):153–<br />

165.<br />

Sicart, Miguel<br />

2013 Moral Dilemmas in Computer Games. Design Issues<br />

29(3):28–37.<br />

Reinhard, Andrew<br />

2015 Archaeogaming: Tools and Methods. Electronic document,<br />

https://archaeogaming.com/2015/09/18/archaeogaming-toolsand-methods/,<br />

accessed October 12, 2016.<br />

Wijaya, St. Wisnu, Jason Watson, and Christine Bruce<br />

2013 Addressing Public and Private Issues in a Virtual Ethnography<br />

Study of an Open Online Community: a Reflective Paper.<br />

Electronic document, http://eprints.qut.edu.au/61858/1/<br />

Ethics_Issues_Virtual_Ethnography_Online_Community.pdf,<br />

accessed October 13, 2016.<br />

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

33

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