20 research outputs found

    Imprint of action : the sociocultural impact of public activities in archaeology

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    Imprint of Action investigates the sociocultural impact of archaeology through public activities. These activities provide an ideal setting for research, as they represent a structured point of encounter between the public and archaeological heritage; in analysing them, aspects of people’s connections to the past are revealed. As such this research forms an integral part of the NEARCH project (2013-2018). As a basis for analysis, survey data from three large-scale case studies – ‘DOMunder’ (Netherlands), ‘You(R ) Archaeology’ (Cross-Europe), and ‘Invisible Monuments’ (Greece) was used. The analysis and interpretation of the case studies is based on a newly created methodological framework which finds its roots in the broader culture and arts sector. Results shows that activities encourage participation and interaction, which engenders sociocultural impacts on participants, most notably in knowledge increase, skill development, social relations, and happiness. Imprint of Action is the first large-scale study focussing entirely on sociocultural impact in archaeology and, as such, is explorative in nature; it provides unique insights into the workings of interaction and participation in archaeological events, and openly shares qualitative and quantitative research data with the expanding field. Archaeological Heritage Managemen

    Romans and Rollercoasters: Scholarship in the Digital Playground

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    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.Modern and Contemporary Studie

    Imprint of action : the sociocultural impact of public activities in archaeology

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    Imprint of Action investigates the sociocultural impact of archaeology through public activities. These activities provide an ideal setting for research, as they represent a structured point of encounter between the public and archaeological heritage; in analysing them, aspects of people’s connections to the past are revealed. As such this research forms an integral part of the NEARCH project (2013-2018). As a basis for analysis, survey data from three large-scale case studies – ‘DOMunder’ (Netherlands), ‘You(R ) Archaeology’ (Cross-Europe), and ‘Invisible Monuments’ (Greece) was used. The analysis and interpretation of the case studies is based on a newly created methodological framework which finds its roots in the broader culture and arts sector. Results shows that activities encourage participation and interaction, which engenders sociocultural impacts on participants, most notably in knowledge increase, skill development, social relations, and happiness. Imprint of Action is the first large-scale study focussing entirely on sociocultural impact in archaeology and, as such, is explorative in nature; it provides unique insights into the workings of interaction and participation in archaeological events, and openly shares qualitative and quantitative research data with the expanding field. </p

    NEARCH-onderzoek legt het draagvlak voor de archeologie bloot

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    Archaeological Heritage Managemen

    Video Games in Archaeology: Enjoyable but Trivial?

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    FdA – Publicaties niet-programma gebonde

    “History Is Our Playground”: Action and Authenticity in Assassin's Creed: Odyssey

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    Ubisoft's Assassin's Creed series is one the entertainment industry's most popular titles set in the past. With a new game released on an annual basis—each full of distinct historical places, events, and people—the series has unfolded across post-classical history, from the Levant during the Third Crusade to Victorian-era London. The 2017 release of Assassin's Creed: Origins, which entailed a massive reconstruction of Hellenistic Egypt, pushed the series even further back in time. With it, Ubisoft also launched its Discovery Tour, allowing players to explore the game's setting at their leisure and without combat. These trends continued in 2018's Assassin's Creed: Odyssey, set in Greece during the Peloponnesian War. This review discusses the narrative, world, and gameplay of the latest Assassin's Creed within the series more broadly. We provide a critical appraisal of the experience that Odyssey offers and link it to this question: in the Assassin's Creed series, do we engage in meaningful play with the past, or are we simply assassinating our way through history
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