The Interactive Past
Sidestone Press (Verlag)
978-90-8890-437-0 (ISBN)
The Interactive Past brings together a diverse group of thinkers — including archaeologists, heritage scholars, game creators, conservators and more — who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.
Angus Mol is a post-doctoral researcher. He works on the theory and methodology of past and present socio-material networks, ranging from entanglements at Çatalhöyük and cultural encounters in the Caribbean, to the materiality of online multiplayer games. His writings have appeared at Sidestone Press, in a number of international journals, and, as Dr. Random, on www.valueproject.nl. Csilla E. Ariese-Vandemeulebroucke completed her PhD as part of the ERC-Synergy project NEXUS1492 at the Faculty of Archaeology, Leiden University. Her dissertation explores Caribbean museums and the practices and processes through which they engage with a diversity of communities. She is continuing as a researcher within the same project and faculty, now working to catalogue Caribbean collections in European museums. Krijn is a PhD Candidate at Leiden University, Faculty of Archaeology. He works within the framework of the European NEARCH project and researches the socio-cultural impact of public activities in archaeology. Being a passionate gamer and having a background in graphic design, communication and archaeology, VALUE provides him with the ultimate ‘end-game’ research environment. Key Publications Dries, Monique H. van den; Boom, Krijn H.J. & Linden, Sjoerd J. van der. 2015. Exploring Archaeology’s Social Values for Present Day Society. Analecta Praehistoria Leidensia 45: 221-234. Aris is a PhD candidate at Leiden University, Faculty of Archaeology. Aside from video games, he is passionate about the Near East and more specifically the Assyrian Empire and its capital cities. He investigates the reasons for the construction of new capitals, as well as their function within the imperial system. He is also interested in all forms of storytelling and narratives – from Dungeons and Dragons to history-telling.
Tutorial: An introduction to archaeology, heritage, and video games
Angus A.A. Mol, Csilla E. Ariese-Vandemeulebroucke, Krijn H.J. Boom& Aris Politopoulos
Part I: Ethical Approaches to Heritage and Video Games
1. Storytelling for the Next Generation: How a nonprofit in Alaska harnessed the power of video games to share and celebrate cultures
Cook Inlet Tribal Council
2. Tradigital Knowledge: Indigenous video games, copyright, and the protection of traditional knowledge
Gabrielle Hughes
3. Chickens in Video Games: Archaeology and ethics inform upon complex relationships
B. Tyr Fothergill& Catherine Flick
4. Herald: How Wispfire used history to create fiction
Roy van der Schilden& Bart Heijltjes
Part II: Analyzing and Designing Games from an Archaeological Perspective
5. Designing and Developing a Playful Past in Video-Games
Tara Jane Copplestone
6. Video Games as Archaeological Sites: Treating digital entertainment as built environments
Andrew Reinhard
7. Single White Looter: Have whip, will travel
Erik Malcolm Champion
8. On Games that Play Themselves: Agent based models, archaeogaming, and the useful deaths of digital Romans
Shawn Graham
Part III: Playful Heritage Outreach
9. Playing the Archive: Let’s Play videos, game preservation, and the exhibition of play
René Glas, Jesse de Vos, Jasper van Vught& Hugo Zijlstra
10. Explaining Archaeological Research with Video Games: The case of Evolving Planet
Xavier Rubio-Campillo, Jorge Caro Saiz, Guillem H. Pongiluppi, Guillem Laborda Cabo& David Ramos Garcia
11. Crafting the Past: Unlocking new audiences
Julianne McGraw, Stephen Reid& Jeff Sanders
12. The Potential for Modding Communities in Cultural Heritage
Jakub Majewski
13. Looking for Group: A collective chapter writing game
The Interactive Past Community
Leveling Up: The future of interactive pasts
Angus A.A. Mol, Csilla E. Ariese-Vandemeulebroucke, Krijn H.J. Boom& Aris Politopoulos
Afterword
James Portnow (Extra Credits)
Erscheinungsdatum | 23.06.2017 |
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Zusatzinfo | ca 40 fc |
Verlagsort | Leiden |
Sprache | englisch |
Maße | 182 x 257 mm |
Themenwelt | Geisteswissenschaften ► Archäologie |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Mathematik / Informatik ► Informatik ► Web / Internet | |
ISBN-10 | 90-8890-437-5 / 9088904375 |
ISBN-13 | 978-90-8890-437-0 / 9789088904370 |
Zustand | Neuware |
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