Romans and Rollercoasters: Scholarship in the Digital Playground
Engagement with, or research and teaching driven by, play has long been only a minor aspect of archaeological scholarship. In recent years, however, spurred on by the continued success of interactive entertainment, digital play has grown from a niche field to a promising avenue for all types of arch...
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doaj-3e5f13994929427aa8116a6a5748fade2020-11-25T02:06:24ZengUbiquity PressJournal of Computer Applications in Archaeology2514-83622019-12-012110.5334/jcaa.3525Romans and Rollercoasters: Scholarship in the Digital PlaygroundAris Politopoulos0Csilla Ariese1Krijn Boom2Angus Mol3VALUE Foundation; Leiden University, Faculty of ArchaeologyVALUE Foundation; University of Amsterdam, Faculty of HumanitiesVALUE Foundation; Leiden University, Faculty of Archaeology; University of Amsterdam, Faculty of ScienceVALUE Foundation; Leiden University Centre for Digital HumanitiesEngagement with, or research and teaching driven by, play has long been only a minor aspect of archaeological scholarship. In recent years, however, spurred on by the continued success of interactive entertainment, digital play has grown from a niche field to a promising avenue for all types of archaeological scholarship (Champion 2011; Champion 2015; Mol et al. 2017a; Morgan 2016; Reinhard 2018). Firstly, this article provides an introduction on the intersection between play and scholarship, followed by a discussion on how ‘'archaeogaming'’ scholarship has been shaping and been shaped by its subject matter over the last years. Secondly, the scholarship that arises from digital play is further illustrated with a case study based on the 'RoMeincraft' project developed by the authors. The latter, made use of 'Minecraft', the popular digital building game, to (re-)construct and discuss Roman heritage through collaborative play between archaeologists and members of the public. Starting with in-game maps, sites such as forts, settlements, and infrastructural elements were rebuilt based on geological, archaeological, and historical information. These crowdsourced reconstructions, which not only relied on archaeological knowledge but also on a fair dose of creativity, took place in a series of educational public events in 2017–2019. The case study will detail the results of this project, as well as its methods, thus providing a practical example of digital scholarship which begins with discovery and ends in learning. The paper will conclude by reflecting on how the fun yet unpredictable dynamics of a digital playground not only shape public engagement with the past, but also open up unexpected avenues for more inclusive archaeological scholarship.https://journal.caa-international.org/articles/35minecraftvideo gamesarchaeologyromandigital scholarshipplay |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Aris Politopoulos Csilla Ariese Krijn Boom Angus Mol |
spellingShingle |
Aris Politopoulos Csilla Ariese Krijn Boom Angus Mol Romans and Rollercoasters: Scholarship in the Digital Playground Journal of Computer Applications in Archaeology minecraft video games archaeology roman digital scholarship play |
author_facet |
Aris Politopoulos Csilla Ariese Krijn Boom Angus Mol |
author_sort |
Aris Politopoulos |
title |
Romans and Rollercoasters: Scholarship in the Digital Playground |
title_short |
Romans and Rollercoasters: Scholarship in the Digital Playground |
title_full |
Romans and Rollercoasters: Scholarship in the Digital Playground |
title_fullStr |
Romans and Rollercoasters: Scholarship in the Digital Playground |
title_full_unstemmed |
Romans and Rollercoasters: Scholarship in the Digital Playground |
title_sort |
romans and rollercoasters: scholarship in the digital playground |
publisher |
Ubiquity Press |
series |
Journal of Computer Applications in Archaeology |
issn |
2514-8362 |
publishDate |
2019-12-01 |
description |
Engagement with, or research and teaching driven by, play has long been only a minor aspect of archaeological scholarship. In recent years, however, spurred on by the continued success of interactive entertainment, digital play has grown from a niche field to a promising avenue for all types of archaeological scholarship (Champion 2011; Champion 2015; Mol et al. 2017a; Morgan 2016; Reinhard 2018). Firstly, this article provides an introduction on the intersection between play and scholarship, followed by a discussion on how ‘'archaeogaming'’ scholarship has been shaping and been shaped by its subject matter over the last years. Secondly, the scholarship that arises from digital play is further illustrated with a case study based on the 'RoMeincraft' project developed by the authors. The latter, made use of 'Minecraft', the popular digital building game, to (re-)construct and discuss Roman heritage through collaborative play between archaeologists and members of the public. Starting with in-game maps, sites such as forts, settlements, and infrastructural elements were rebuilt based on geological, archaeological, and historical information. These crowdsourced reconstructions, which not only relied on archaeological knowledge but also on a fair dose of creativity, took place in a series of educational public events in 2017–2019. The case study will detail the results of this project, as well as its methods, thus providing a practical example of digital scholarship which begins with discovery and ends in learning. The paper will conclude by reflecting on how the fun yet unpredictable dynamics of a digital playground not only shape public engagement with the past, but also open up unexpected avenues for more inclusive archaeological scholarship. |
topic |
minecraft video games archaeology roman digital scholarship play |
url |
https://journal.caa-international.org/articles/35 |
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