Romans and Rollercoasters: Scholarship in the Digital Playground

Q1 Social Sciences
Aris Politopoulos, C. Ariese, K. Boom, Angus A. A. Mol
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引用次数: 16

Abstract

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.
罗马人和过山车:数字游乐场的奖学金
长期以来,玩耍所推动的研究和教学一直只是考古学术研究的一个次要方面。然而,近年来,受互动娱乐持续成功的刺激,数字游戏已经从一个小众领域发展成为各种考古研究的热门领域(Champion 2011;冠军2015;Mol et al. 2017a;摩根2016;莱因哈德2018)。首先,本文将介绍游戏与学术之间的交集,然后讨论“考古游戏”学术在过去几年是如何形成的,以及如何被其主题所塑造。其次,本文通过基于作者开发的RoMeincraft项目的案例研究进一步说明了数字游戏的学术意义。后者利用流行的数字建筑游戏《我的世界》(Minecraft),通过考古学家和公众之间的合作游戏来(重新)构建和讨论罗马遗产。从游戏内地图开始,根据地质、考古和历史信息重建堡垒、定居点和基础设施等场所。这些众包重建不仅依赖于考古知识,还依赖于相当数量的创造力,在2017-2019年的一系列教育公共活动中进行。案例研究将详细介绍该项目的结果及其方法,从而提供一个从发现开始到学习结束的数字学术的实际例子。最后,本文将反思数字游乐场的有趣而不可预测的动态如何不仅塑造了公众对过去的参与,而且为更具包容性的考古研究开辟了意想不到的途径。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
5.50
自引率
0.00%
发文量
12
审稿时长
19 weeks
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