The Spookiest Part are the Ears: Alex Versus the Plastic Halloween Skeletons (Again)

A collection of plastic Halloween decorations meant to look like skeletons of various animals, including: a spider, dogs, mice, a bat, birds, a dragon, an alligator, and a human.
This is Hell.

It’s that time of year again, folks – the spookiest time of the year, where the most frightful and terrifying creatures are out and about to scare us mortal beings…

I am, of course, talking about Halloween and, more specifically, the terrifying haunted beings which are the inaccurate animal skeletons that are sold at every Spirit Halloween in the United States (and elsewhere, if you’re…well, elsewhere).

And yes, this is something I’m apparently fixated on, but frankly if you spent most of your adult life becoming an expert at animal osteology, you too would be spooked by the amount of wildly inaccurate skeletons being sold to the general public – and let’s be honest, it’s getting worse because you’re telling me they’re now selling “skeleton” bugs too?! What’s next? Skeletons of invertebrates?!

Oh wait, they do that already…

A plastic "skeleton" octopus
Octopuses are invertebrates…and yet.

Anyway, instead of ranting just about how much these harmless plastic figures infuriate me, I figured this could make for a good teaching moment about ears and why on earth these abominations have them.

Three plastic Halloween skeletons that are also inaccurate: from left to right, a skeleton dog, a skeleton mouse, and a skeleton cat.
Just a small selection of these horrible plastic creatures with their horrible plastic ears…

So, let’s start off with the obvious: skeletons do not have ears. At least, not in the way we think of them. What we normally identify as ears are, for the most part, just cartilage with skin over them – that’s why they’re so bendy and flexible! That’s not to say that we don’t have any specific bones associated with ears, however – what is known as the “middle ear” in mammals is actually made of three small bones, or ossicles: the malleus, incus, and stapes (Standring 2015, p. 607). It also isn’t just mammals with these as well – bony fishes have otoliths to help with both hearing and movement (Schulz-Mirbach et al. 2019, p. 457), birds have an ossicle called the columella auris, and reptiles just have the stapes ossicle (Anthwal et al. 2013, p. 147).

Okay, we have now established with science that these skeletons are inaccurate – so then, what’s the explanation for why they’re designed like this? Obviously the skeletons aren’t 1:1 replicas, but in some instances they’re close enough to the real thing that it is clearly feasible for designers to just…make them accurate. Why the need for the ridiculousness? Why the ears?!

It’s most likely due to the human brain and its ability to recognise and identify things. You see, the human brain has a knack for using patterns to understand and gather information about something that is being viewed. In identifying other humans or animals, this often requires specific sensory cues such as a face: eyes, nose, mouth, etc. It’s this mechanism that also allows humans to identify face-like features in inanimate objects (Palmer and Clifford 2020, p. 1001). In addition, research has shown that the human brain also tends to visualise a “skeleton” of objects and animals in order to further recognise them – this seems to help humans judge the similarity between things and comprehend more unusual shapes (Ayzenberg and Lourenco 2019). With regards to animals, the human brain also breaks down a creature into specific properties to help with recognition – for example, the brain may use “fluffy” as an identifying property of a dog to identify that it is, indeed, a dog (Hebart et al. 2020).

So yes, in retrospect it makes sense why these decorations are designed like this. For nerds like me, years of training has allowed me to identify bones down to itty bitty fragments (on a good day, perhaps), so I am utterly repelled by these skeletons. But for the general public, things such as non-existent bone ears help them recognise the animal that is supposed to be represented with these plastic decorations. And this conclusion could probably be extended to human bones as well, specifically the most famous one of all: the femur bone.

That all said…I still hate them. Happy Halloween, folks.

References

Anthwal, N., Joshi, L., Tucker, A.S. (2013) Evolution of the mammalian middle ear and jaw: adaptations and novel structures. Journal of Anatomy 222, pp. 147-160.

Ayzenberg, V. and Lourenco, S.F. (2019) Skeletal descriptions of shape provide unique perceptual information for object recognition. Scientific Reports 9.

Hebart, M.N., Zheng, C.Y., Pereira, F., and Baker, C.I. (2020) Revealing the multidimensional mental representations of natural objects underlying human similarity judgements. Nature Human Behaviour 4, pp. 1173-1185.

Palmer, C.J. and Clifford, C.W.G. (2020) Face Pareidolia Recruits Mechanisms for Detecting Human Social Attention. Psychological Science 31(8), pp. 1001-1012.

Schulz-Mirbach, T., Ladich, F., Plath, M., and Heß, M. (2019) Enigmatic ear stones: what we know about the functional role and evolution of fish otoliths. Biological Reviews 94, pp. 457-482.

Standring, S. (2015). Gray’s Anatomy E-Book: The Anatomical Basis of Clinical Practice. Elsevier Health Sciences.


If you’re financially stable enough, why not donate to help out marginalised archaeologists in need via the Black Trowel Collective Microgrants? You can subscribe to their Patreon to become a monthly donor, or do a one-time donation via PayPal.

My work and independent research is supported almost entirely by the generosity of readers – if you’re interested in contributing a tiny bit, you can find my PayPal here, as well as my Amazon Wishlist for research material.

The Archaeology of Memories and Mementos: An Archaeologist’s Review of “I Am Dead”

Please note that this blog post contains spoilers for the game “I Am Dead”.

One of the opening images for the game, and arguably one of my favourite death-adjacent topics to explore via fiction – what will your legacy be after you die?

So, one of the things I was most excited to get to post-PhD was my ever-increasing backlog of video games (damn you, Nintendo Switch sales!), and I was particularly excited about tackling the long list of indie games. One of these was, of course, the subject of this blog post: I Am Dead, a game made by Hollow Grounds and originally released in 2020. I had known that it was, by all accounts, one of those cute little indie games with a fun “hidden item”-type of puzzle mechanic.

You can imagine how surprised I was to find out that it was secretly one of the best archaeology games I’ve ever played!

Not to get too sentimental but this game really touched a lot of my perhaps more overly-optimistic viewpoints regarding archaeology – the tangibility of history and past experience!

The game is centered on Morris Lupton, a recently deceased inhabitant of the fictional island town of Shelmerston and previously the curator of the local museum. He is tasked with finding a new guardian for the town in order to stop its imminent destruction by a long-dormant volcano. To do this, Morris must travel around the town and invoke its local spirits by finding items hidden away connected to various memories of the deceased held by their still-living friends and family.  

It’s a very sweet and short game that really touches upon the idea of legacy – both in what we leave behind in our work and passions, as well as within our interpersonal relationships. This is further emphasised in where the game takes place – we do not join Morris right after death, but some time later. He is quite content with his afterlife, and much more concerned with the fate of the living who still remain in Shelmerston. But Morris also gets the unique opportunity to see how much of a difference he has made as the island’s lone curator, particularly in the way in which his work has helped shaped the memory of the island itself.

One of my favourite moments of connection within the game – revisiting the memory of a prehistoric person’s birth, and also finding the very artefact used during this. Would we have known how it was truly used?

So, yes, there is an obvious archaeology component here with the museum, particularly with the final level which is split between the exhibitions of the local museum and Prehistoric Shelmerston. But what I find more interesting, perhaps, is the idea of memory here, particularly the way in which memory interacts with material culture.

The archaeology of memory isn’t a new concept, with a variety of sub-types that have been thoroughly discussed in previous literature; this includes collective memory, public memory, and social memory (Van Dyke 2019, p. 208-209). But what is perhaps closer to what is being illustrated in this gameplay is the idea of “problematic stuff” (Buster 2021a and 2021b), which describes the sort of everyday “mundane” object that is ultimately the focus of much emotion and sentimentality. Buster originally explored this idea through discussions with healthcare professionals and end-of-life caregivers as part of the Continuing Bonds Project, as it became apparent that many people placed particular emphasis on the material objects that were left behind by the deceased. When viewed from a more archaeological perspective, this concept sheds a different light on some of the artefacts that are often found in what may seem to be “random” places, particularly within the Iron Age of Britain. Funerary traditions during this period of time continue to be difficult to determine due to the “invisibility” of the dead within the archaeological record (Harding 2016). And yet many Iron Age sites exhibit deposits of rather mundane items. Perhaps we have been missing part of the puzzle by overlooking these objects, which may be representative of personal objects that, unbeknownst to modern day archaeologists, embody many memories and emotions.

I Am Dead can be seen as a demonstration of the power of memory, as well as the ways in which memory become embodied into these “problematic stuff” – we see first-hand how these random objects become important through association of past events and interactions by the living. What to us is just a lost glove, or a buried box of beer, or a badge, are to others memories of finding a beloved treasure, or teenage antics, or the start of a beautiful friendship. It asks us, as archaeologists, to consider the things – that perhaps seem so small at first glance – that are inaccessible to us in the present day, but may transform rubbish into something much more meaningful and important.

You can buy I Am Dead now for the Nintendo Switch or for PC via Steam.

References

Buster, L. (2021a) ‘Problematic Stuff’: Death, Memory, and the Interpretation of Cached Objects. Antiquity 95(382), pp. 973-985.

Buster, L. (2021b) Why Couldn’t Iron Age People Throw Some Stuff Away? Sapiens. Retrieved from https://www.sapiens.org/archaeology/iron-age-britain-houses/

Harding, D.W. (2016) Death and Burial in Iron Age Britain. Oxford: Oxford University Press.

Hollow Grounds (2020) I Am Dead, video game, Nintendo Switch. West Hollywood, CA: Annapurna Interactive.

Van Dyke, R.M. (2019) Archaeology and Social Memory. Annual Review of Anthropology 48, pp. 207-225.


If you’re financially stable enough, why not donate to help out marginalised archaeologists in need via the Black Trowel Collective Microgrants? You can subscribe to their Patreon to become a monthly donor, or do a one-time donation via PayPal.

My work and independent research is supported almost entirely by the generosity of readers – if you’re interested in contributing a tiny bit, you can find my PayPal here, as well as my Amazon Wishlist for research material.

“He Tampered in God’s Domain” – Looking at the Mix-and-Match Fossil Trope

What is it with fossilised remains and the desire to defy the laws of nature? No, I’m not talking about reviving extinct species (well, not exactly), but of the Mix-and-Match trope that sometimes gets applied to fossils…and then often gets revived into some sort of strange creature. For example, let’s take a look at perhaps the biggest palaeontological film franchise right now: although it was in the first Jurassic Park (1993) where Dr. Ian Malcom gave us an always relevant line on science and ethics (“Your scientists were so preoccupied with whether or not they could, they didn’t stop to think if they should”), it wasn’t until Jurassic World that those scientists finally decided to start mix-and-matching their own competition for the Tyrannosaurus Rex with the gene-spliced Indominus Rex.

If its a trope, it must also be a meme, right?

But where else do we see this trope? Oddly enough, we can also see examples in two of the biggest games to come out of the last few years from two of the biggest video game franchises: Animal Crossing and Pokémon. In Animal Crossing: New Horizons (2020), the Player can find fossils randomly buried around their island each day. These can either be sold, donated to the local museum, or kept by the Player as part of their own island décor. It should be noted that most fossils only represent part of a larger skeleton – so you may find the torso of an Ankylosaurus one day and the tail of a Spinosaurus the next. Unsurprisingly, this has led many players to showcase their own mix-and-match creations using their segments, creating new prehistoric megafauna with some very interesting proportions (see the image above).

In Pokémon Sword and Shield (2019), you can find four different types of fossils: a bird, a fish, a drake, and a dinosaur. Unlike previous games, where you could revive a fossil into a specific Pokémon, you could literally mix and match fossils to create four different Pokémon: Dracozolt (Bird/Drake), Dracovish (Fish/Drake), Artozolt (Dino/Bird), and Arctovish (Dino/Fish). Each one is as bizarre-looking as the next, clearly depicting four different Pokémon spliced together in ill-fitting ways. To be honest, we could also apply this trope to the rest of the fossil Pokémon – although not to the same extent as in Sword and Shield, many of the prehistoric creatures are actually mash-ups of real-life extinct animals. For example, Tyrunt may be mostly based on the Tyrannosaurus, but the crests above their eyes are also similar to the Gorgosaurus.

A chart from Bulbapedia explaining the various Sword and Shield fossil combinations

And while this is a trope that appears in fiction, there is also some instances of it occurring in real life. One example is actually what inspired the appearance of the trope in Pokémon Sword and Shield; archaeologist Charles Dawson created his own “Missing Link” in 1912 by putting together a body with a variety of human and non-human remains (Hernandez 2019). The resulting body was named the “Piltdown Man”, and was only determined to be a hoax in 1953 (Webb 2016). Palaeontologists have also run into their very own “Frankenstein” dinosaur – the Chilesaurus was originally considered one based on the difficulties in placing it into the overall family tree of dinosaurs. It apparently had “the legs of an animal like a Brontosaurus, the hips of a Stegosaurus, and the arms and body of an animal like Tyrannosaurus Rex” (Ghosh 2017).

With this in mind, maybe we can see this trope as a commentary on both the extraordinary diversity of lifeforms in our world, as well as the ethics by which we look back at them?

or maybe we just all collectively like the unusual. Probably the latter.

References

Game Freak (2019) Pokémon Sword and Shield, video game, Nintendo Switch. Tokyo: The Pokémon Company.

Ghosh, P. (2017) ‘Frankenstein dinosaur’ mystery solved. BBC News. Retrieved from https://www.bbc.co.uk/news/science-environment-40890714

Hernandez, P. (2019) The Pokédex is Bullshit and I have the Dead Pokémon to Prove it. Polygon. Retrieved from https://www.polygon.com/2019/11/22/20977707/pokemon-sword-shield-fossil-dracozolt-arctozolt-dracovish-arctovish-pokedex-england-fake

Nintendo (2020) Animal Horizon: New Horizons, video game, Nintendo Switch. Kyoto: Nintendo.

Spielberg, S. (1993) Jurassic Park, film, Universal Pictures.

Trevorrow, C. (2015) Jurassic World, film, Universal Pictures.

Webb, J. (2016) Piltdown Review Points Decisive Finger at Forger Dawson. BBC News. Retrieved from https://www.bbc.co.uk/news/science-environment-37021144


If you’re financially stable enough, why not donate to help out marginalised archaeologists in need via the Black Trowel Collective Microgrants? You can subscribe to their Patreon to become a monthly donor, or do a one-time donation via PayPal.

My work and independent research is supported almost entirely by the generosity of readers – if you’re interested in contributing a tiny bit, you can find my PayPal here, as well as my Amazon Wishlist for research material.

Hey, is That a Great Auk in My Assassin’s Creed Game?! Reviving an Extinct Species in the Digital World

Okay, so a disclaimer: despite me being a so-called “video game enthusiast”, I have actually only played one out of the 12 games that make up the bulk of the Assassin’s Creed franchise. Yeah, I know, feel free to boo me. That said, I was surprised to find out that I actually have more of a connection with the Assassin’s Creed franchise than previously thought. As Shay Cormac in Assassin’s Creed Rogue, you spend a fair bit of time travelling around the North Atlantic, visiting the many islands within that area…and along the way, you run into my favourite extinct species of all time – the Great Auk!

Assassin’s Creed Rogue protagonist Shay Cormac encounters an entire…flock? Herd? of Great Auk

So, who is the Great Auk and why should we care? First of all…how dare you even ask? But seriously, I am extremely biased at this point as I have spent a lot of time with the poor extinct bird during my PhD. The Great Auk (Pinguinus impennis) was a flightless bird that was, to be frank, an easy target for predators – especially humans, who hunted them for their meat and fat (Svanberg 2014, p. 311). The Great Auk appear to have been an important part of many local meals from as early as the prehistoric period (Best and Mulville 2013, p. 424), lasting until its extinction in 1844 (Serjeantson 2001, p. 43). Sadly, humans have a lot to answer for with regards to the extinction of the Great Auk, as overexploitation truly decimated its populations…however, it was natural history collectors who may have helped to deliver the final blow, as the demand for Great Auk remains for collections increased as populations decreased (Minteer et al., 2014).

One of my favourite finds from our excavations at the Covesea Caves – its an articulated (still held together by soft tissue) leg from a Great Auk!

Allegedly the last reported Great Auk was killed by sailors off of St. Kilda, who had feared that the poor bird was actually a witch (Galasso 2014). And while that may sound a bit strange, it seems to fit into a much older concept of the Great Auk that is still being explored through interpretations of ritual archaeology – for example,  at the site of Broxmouth Hillfort in East Lothian, Scotland, skull fragments of a Great Auk were found alongside a nearly completed horse skull as part of a structured deposit near one of the entrances (Salvagno 2013, p. 473). As part of my PhD research in the Covesea Caves of Scotland, I have also found several instances of Great Auk remains (of really fantastic preservation as well, given the amount of surviving soft tissue observed on some bones!). As these caves have already been identified as potential sites of funerary and ritual activity from the Later Prehistoric Period and possibly as late as the Medieval Period, it is possible that these Great Auk remains were also significant for certain rites. However, there’s other possibilities (they may have been eaten, or they may just represent natural deposits) and not enough concrete evidence to give a confident interpretation right now (Fitzpatrick et al. 2020).

So, why does it matter that this extinct bird showed up in a video game? Besides just being a cool little detail, it is interesting to see the ways in which extinct species are revived digitally. Of course much has already been discussed by archaeologists who specialise in archaeogaming on the ways in which video games can be a form of digital reconstruction of the past (Reinhard 2018, p. 188 – 193), but I feel as though less attention has been placed on digital zooarchaeologies in this context, and I feel that Assassin’s Creed in general has been an interesting case study of digital reconstructions of the zooarchaeological record and how it allows players to engage with extinct or otherwise drastically changed animals from the past.

Anyway, #BringBacktheGreatAuk, am I right?!

References

Best, J. and Mulville, J. (2013) ‘Between the Sea and Sky: The Archaeology of Avian Resource Exploitation in Scottish Island Environments’, in Daire, M., Dupont, C., Baudry, A., Billard, C., Large, J., Lespez, L., Normand, E. and Scarre, C. (eds.) Ancient Maritime Communities and the Relationship between People and Environment along the European Atlantic Coasts. Oxford: Archaeopress, pp. 417-426.

Fitzpatrick, A., Bond, J., Büster, L., & Armit, I. (2020) A Brief Consideration of the Later Prehistoric
Appearance and Possible Significance of the Great Auk (Pinguinus impennis) in the Covesea Caves of
North-East Scotland. The Glasgow Naturalist 27(2)

Galasso, S. (2014) When the Last of the Great Auks Died, It Was by the Crush of a Fisherman’s Boot. Smithsonian Magazine. Retrieved from https://www.smithsonianmag.com/smithsonian-institution/with-crush-fisherman-boot-the-last-great-auks-died-180951982/

Minteer, B. A., Collins, J. O., Love, K. E. and Puschendorf, R. (2014) ‘Avoiding (Re)extinction’, Science, 344, 260-261.

Reinhard, A. (2018) Archaeogaming: an Introduction to Archaeology In and Out of Video Games. Berghahn Books.

Salvagno, L. (2013) ‘Bird Bone’, in Armit, I. and McKenzie, J. (eds.) An Inherited Place: Broxmouth Hillfort and the South-East Scottish Iron Age. Edinburgh: Society of Antiquaries of Scotland, pp. 471-473.

Serjeantson, D. (2001) ‘The Great Auk and the Gannet: a Prehistoric Perspective on the Extinction of the Great Auk’, International Journal of Osteoarchaeology, 11, 43-55.

Svanberg, I. (2014) ‘Great Auk’, in Hund, A.J. (ed.) Antarctica and the Arctic Circle: A Geographic Encyclopedia of the Earth’s Polar Regions. Santa Barbara, CA: ABC-CLIO, pp. 311.

Ubisoft Sofia (2014) Assassin’s Creed Rogue. Ubisoft.


If you’re financially stable enough, why not donate to help out marginalised archaeologists in need via the Black Trowel Collective Microgrants? You can subscribe to their Patreon to become a monthly donor, or do a one-time donation via PayPal.

My work and independent research is supported almost entirely by the generosity of readers – if you’re interested in contributing a tiny bit, you can find my PayPal here, as well as my Amazon Wishlist for research material.

One Bone to Represent Them All: The Enduring Legacy of the Femur Bone

Note: This blog post includes some images of human remains.

Long time readers of this blog will know that Halloween is my favourite time to complain about skeletons – I mean, as much as I love to get spooky around this time of year, it’s hard to supress the professional urge to point out that spiders are not made out of bones like that, what the actual heck.

I hate you, skeleton spider. (Image Credit: Party City)

Instead of doing another post like that (although frankly, they seem to just make more and more of these horribly inaccurate animal skeleton decorations every year), however, I’ve decided to instead praise the bone that – besides the skull – seems to carry the burden of representing all bones, regardless of species, whenever a bone is required for decorative or fictional reasons.

Let us discuss the humble, yet everlasting, femur bone, folks.

A 3D model of a human femur bone (Image Credit: Tornado Studios)
The humble stock cartoon bone (Image Credit: Pin Clip Art)

Okay, so let’s first start off with the fact that the typical cartoon depiction of a bone isn’t a one-to-one recreation of a human femur bone. As you can see in the images above, the standard cartoon bone has a long shaft akin to the actual femur bone, but the epiphysis on both ends are exactly the same. These identical ends are arguably based on the rounded distal end (aka the bottom part) of the femur; in real life, the proximal end (aka the top part) of the femur is mostly represented by the greater trochanter, neck, and head (see image below). That said, the stock cartoon bone is definitely based on the femur, regardless of how (in)accurate it is – I mean, even TV Tropes agrees with me!

The proximal end of a femur bone (Image Credit: Teach Me Anatomy)
This is a set of “mini bones” from Party City – notice anything about all of them? (Image Credit: Party City)

But why is the femur bone – or, well, some fictional bone that is mostly a femur bone – our go-to image for all things bone-related? This isn’t just limited to cartoons, either – as you can see in the image above, if you’re buying bone-related Halloween decorations, you’ll probably end up with a load of femur bones for some reason! Oddly enough, TV Tropes actually provides a pretty solid explanation: as the femur is one of the strongest and straightest bones in the body, it is often the most preserved and therefore the most recognisable. And this is backed by osteological research as well: for bipedal human bodies, the femur needs to be the strongest bone as it carries all of the weight during most physical actions. The strength of this bone, as well as the density, ultimately leads to it often having a better chance of survival in the archaeological record (White et al. 2011 p. 241). In addition, this strength and associated durability lends itself to the usefulness of the femur as material for creating tools and other artefacts (Christidou and Legrand-Pineau 2005, p. 394) – in some ways this is echoed in other popular culture depictions of the stock bone as a weapon or a spooky staff, etc.

Comparison of various femur bones from different species (from left to right): mouse, rat, rabbit, dog, goat, sheep, pig, South African monkey, rhesus, baboon, and human. (Image Credit: Joseph C. Wenke)

I would also argue, of all the different sort of bones, the femur is more or less recognisable across most species. Although there is obviously variation in size and in some shape (see the comparative image above), the main components are pretty recognisable: the long shaft, the bulbous head and raised greater trochanter…you get the picture.

So, this Halloween, remember to salute the femur bone for all of the hard work it does, not just as a long bone in the body, but also as an ambassador, serving as a role model for all bones, everywhere.

Maybe one day you’ll get your proper due, astragalus bone…

The astragalus bone is my favourite bone of all time and I’ll fight anyone who says otherwise.

References

Anonymous. Stock Femur Bone. TV Tropes. Retrieved from https://tvtropes.org/pmwiki/pmwiki.php/Main/StockFemurBone

Christidou, R. and Legrand-Pineau, A. (2005) Hide Working and Bone Tools: Experimentation Design and Applications. In H. Luik, A. Choyke, C. Batey, L. Lougas (eds) From Hooves to Horns, from Mollusc to Mammoth: Manufacture and Use of Bone Artefacts from Prehistoric Times to the Present, Proceedings of the 4th Meeting of the ICAZ Worked Bone Research Group at Tallinn, 26-31 of August 2003. pp. 385 – 396.

Muschler, G., Raut, V., Patterson, T., Wenke, J., and Hollinger, J. (2009) The Design and Use of Animal Models for Translational Research in Bone Tissue Engineering and Regenerative Medicine. Tissue Engineering Part B, Reviews 16(1). pp. 123-45.

White, T. D., Black, M.T., and Folkens, P.A. (2011) Human Osteology. Academic Press.


If you’re financially stable enough, why not donate to help out marginalised archaeologists in need via the Black Trowel Collective Microgrants? You can subscribe to their Patreon to become a monthly donor, or do a one-time donation via PayPal.

My work and independent research is supported almost entirely by the generosity of readers – if you’re interested in contributing a tiny bit, you can find my PayPal here, as well as my Amazon Wishlist for research material.

Community-Led, Community-Run: The Blathers’ Approach to Museum Curation

In the Animal Crossing video game series, Blathers is the rather stereotypical curator of the local museums; a straight-laced nerd who punctuates his educational rambling with “wot?” and is dutiful in his collecting…even if he has to occasionally handle a bug or two. But what is less stereotypical is his curatorial approach as the head of a museum that is part natural history, part aquarium, part insect sanctuary, and part art galley. You see, it’s the Player Character’s responsibility (as well as other Player Characters who may visit via online play) to actually fill the museum with donated material!

And, honestly? I think we can learn something about museum curation from this nerdy entomophobe.

Blathers: “The cultural development of Wakame (my island in Animal Crossing) is a worthy endeavour indeed.”

In a way, I guess you can consider the museum in Animal Crossing to be a sort of “community-led museum”, in that ultimately it is you, the non-specialist member of the general public, who is providing material for the museum to exhibit. Of course, its not entirely community-led : Blathers ultimately has final say in what gets displayed (no repeats! no fake artwork!) and, given the game mechanics, nearly every player will end up with the same museum as they’re encouraged to collect all of the bugs, sea creatures, fish, and artwork available in the game. But I think we can see the Animal Crossing museum as a sort of example from which we can really discuss and development the idea of a truly community-led museum.

The idea of community-led museums isn’t new, of course – in fact, if we use a broad definition of the museum as any space that has collected and protected specific objects for viewing of the general public, then community-led museum-like spaces have existed for centuries in the form of shrines and communal areas. The more modern concept of the museum (as well as its associated curation policies) are arguably more “Western” in nature, with much of it developed in a colonial framework that unfortunately influences curatorial decisions to this day (Kreps 2006). Thus, many see the resurgence of the community-led museum as a means of shifting towards a more ethical approach to curation and display.

Of course, this also means that we are discussing a very site-specific form of community-led curation – similar to the way in which the Player Character is developing exhibitions of their town/island’s specific biodiversity in Animal Crossing, I would argue that community-led museums work best when dealing with its own community. In other words, it is important to not repeat the power dynamics of the colonial museum, but with a more communal approach! Previous experiments in the community-led approach has shown that it can help develop better relationships with the concept of a local, shared heritage, and lead to a feeling of collective ownership…and responsibility…of the history and artwork on display (Debono 2014, Mutibwa et. al. 2020).

What I find most interesting about the museum in Animal Crossing is the emphasis on natural history, on what a community-led natural history museum would look like. Of course, a real life application of the techniques used in the video game would be an ethical nightmare (not sure how you feel about encouraging the general public to catch and donate live fish and bugs at their leisure?), but I think the general conceit of the approach is something to consider. Citizen science, for example, has become very popular as a means of public engagement by institutions over the past decade, and there has been some examples of natural history museums spearheading projects to engage the community to participate directly in research (Ballard et. al. 2017).

As we find ourselves in a period of revaluation and reflection due to the influence of the Black Lives Matter movement, there is great potential for utilising a framework such as the community-led museum as a means of accountability and justice within historically colonial and racist institutions. As Olivette Otele recently said in a discussion with Fischer and Jansari (2020), community curation can be a means of shifting and taking power from the museum to the communities, where they can curate in ways that suit their means. This could also develop and improve long term sustainable relationships between the community and the institution, especially if the process of curation is also archived as part of the museum as well – forever preserving that collective labour, perhaps to use as a template moving forward to bigger and more radical things.

At some point, though, we should probably talk about Blather’s complicity (as well as the Player Character’s) in the illicit trade of artwork and antiquities…

References

Ballard, H.L. et al. (2017) Contributions to Conservation Outcomes by Natural History Museum-Led Citizen Science: Examining Evidence and Next Steps. Biological Conservation 208. pp. 87-97.

Debono, S. (2014) Muza: Rethinking National Art Museums and the Values of Community Curation. Malta Review of Educational Research 8(2). pp. 312-320.

Fischer, H. and Jansari, S. (2020) International Day for the Remembrance of the Slave Trade and its Abolition. Podcast. British Museum. Retrieved from https://soundcloud.com/britishmuseum/august-23-podcast-ep-mixdown

Kreps, C. (2006) Non-Western Models of Museums and Curation in Cross-Cultural Perspective. In A Companion to Museum Studies (eds S. Macdonald). Oxford: Blackwell Publishing. pp. 457-472.

Mutibwa, D.H., et al. (2020) Strokes of Serendipity: Community Co-Curation and Engagement with Digital Heritage. Convergence 26(1). pp. 157-177.

Nintendo (2020) Animal Horizon: New Horizons, video game, Nintendo Switch. Kyoto: Nintendo.


If you’re financially stable enough, why not donate to help out marginalised archaeologists in need via the Black Trowel Collective Microgrants? You can subscribe to their Patreon to become a monthly donor, or do a one-time donation via PayPal.

My work and independent research is supported almost entirely by the generosity of readers – if you’re interested in contributing a tiny bit, you can find my PayPal here, as well as my Amazon Wishlist for research material.

Fire, Earth, and Sky – Oh My! Looking at Burial Traditions in Divinity: Original Sin II

One of the first video games that I got hooked on during the start of the pandemic (that wasn‘t Animal Crossing) was Divinity: Original Sin II. At the time, it had been years since I played a fantasy role-playing game from a series I wasn’t already familiar with, so honestly? I had a great time becoming enraptured by the new lore of Divinity II...which, of course, means I spent my entire first play-through (all 60+ hours of it!) overanalysing everything and looking at every single aspect from the perspective of an archaeologist with anthropological training. Yes, I am an insufferable gamer who cannot play anything normally, it is a true tragedy.

Unsurprisingly, the thing that drew my attention instantly was a cemetery area called “Stonegarden”, which was inclusive of nearly all the races in the world of Divinity II (except for the Undead, for…uh, obvious reasons, I guess?). As such, there was a variety of burial practices in place, which is particularly fascinating to me, as someone whose last four years were devoted to funerary archaeology and differing burial rites. So, let’s examine the different practices on display, and how they may (or may not) connect to real-life funerary rites in the past and present!

By Fire

A funeral pyre that is forever in flames as part of the Lizard burial traditions in Stonegarden Cemetery

In the world of Divinity: Original Sin II, Lizards are customarily cremated in a funeral pyre that is constantly burning. Based on the interactions the Player Character can have with the spirit of a deceased Lizard, it is an utmost shame to not be given these rites after death, thereby emphasising how important this particular act is for the Lizard culture.

Although I have yet to find an example of a never-ending funeral pyre, the basic concept of burning remains can be found in cultures throughout the world, and is still commonly practiced today. Archaeologically speaking, cremated bone is often identified by the presence of burnt bone – but not just burnt bone alone! Without context, burnt bone (human or animal) can be the result of numerous situations: cooking, accidental burning, cremation, etc. As such, it is important to find further context to indicate cremation: urns, grave goods, even the pyre site itself. It should be noted that humans are not the only ones to be cremated – animals have been found as cremated remains in the archaeological record as well! For example, Anglo-Saxon cremations have revealed mixed assemblages of human and animal remains, usually a horse or dog. With this in mind, it is likely that these animals were companions for the deceased – unfortunately, it is also notoriously difficult to differentiate between human/animal cremated bone, so we may not fully understand how prevalent (or not prevalent) this practice is (Whyte 2001, Bond and Worley 2006).

By Earth

A coffin with a Human skeleton that is waiting to be buried in Stonegarden Cemetery

A more ubiquitous and familiar burial tradition is practiced by the Humans of Divinity II (ugh, why are we always so boring!), who tend to practice inhumations, or burying remains underground. Inhumations, alongside cremations, are probably among the most common forms of funerary practice in the world, as well as the one most associated with the idea of funerary traditions. That said, it is interesting to consider how diverse inhumations can be in practice, with varieties in number of bodies, grave goods, social status (or lack thereof), overall treatment of the body, etc. To be honest, this topic is probably worth exploring in another blog post!

An ancestor tree, grown from the corpse of an Elf, located in Stonegarden Cemetery

In contrast, the Elves of Divinity II are not just buried in the ground – they become trees. Given the longer lifespan of Elves, death is rare and thus cause for massive ritual and rites. As cannibalism is already commonly practiced in Elven culture (which is actually a gameplay mechanic, as they are able to gain knowledge through memories of the dead they consume), it is common funerary practice for Elves to consume the heart of the deceased. The rest of the remains are then submerged into a pit filled with blood, eventually replaced in time with an ancestor tree, which has been directly grown from the dead.

Although there is no evidence for human-to-tree transformation beyond myths and folklore, we can see a similar focus on the tree as a symbol in funerary practices of the past. For example, it has been noted that tree-like features have appeared in ritual and funerary contexts during the Early Bronze Age in northern Europe, including the physical use of oak coffins in barrow burials (Fahlander 2018).

Similar traditions have continued into the modern age, particularly with the wave of ecological consciousness that would begin to include cemeteries and burial practices in the 1990’s, with environmentally-friendly inhumations becoming popular in countries such as the United Kingdom and Japan (Boret 2014). More recently, businesses have attempted to legally market more ecological solutions for burial in an even more environmentally-conscious world; one example is the Capsula Mundi, which consists of a biodegradable capsule that holds the deceased and eventually degrades to allow the remains to provide nutrients to a tree sapling planted above (Erizanu 2018).

By Sky

At the top of a tower in Stonegarden Cemetery lies Dwarven corpses, which are consumed by condors

Finally, the Player Character can find a lone tower in Stonegarden. Heading up the stairs, the Player Character will find the skeletal corpses of Dwarves laid below circling condors (a type of vulture) in the sky, with one perched nearby, eating one of the corpses. Most people will instantly connect this with the concept of “Sky Burials”, a practice that is most associated with Tibet, but is also practiced as part of Zoroastrianism in India (Kushwaha 2016). It has been theorised that this practice (or some variation of it) may have also been practiced in parts of Prehistoric Britain, specifically as a mode of excarnation, which broadly describes most practices of defleshing and disarticulation of the body (Carr and Knüsel 1997, Best and Mulville 2017).

I think, among many other misconceptions that folks have about archaeology, that the concept of funerary traditions is quite stifled and otherwise limited to inhumations and cremations. In reality, there is actually a beautifully diverse spectrum of traditions – and its not just limited to the ones discussed here. And I think that is one of the best things about archaeology – it can be such an expansive moment for your mind, seeing the ways in which human engagement with abstract concepts such as death have changed over time.

Also, I don’t know if anyone is actually going to read until the end of this post but I need to confess that I still haven’t finished Divinity II because I think I built my character wrong and the last boss battle is really hard…

References

Best, J. and Mulville, J. (2017) Birds in Death: Avian Archaeology and the Mortuary Record in the Scottish Islands. The Bioarchaeology of Ritual and Religion. pp. 179-192. Oxbow Books.

Bond, J.M. ad Worley, F.L. (2006) Companions in Death: the Roles of Animals in Anglo-Saxon and Viking Cremation Rituals in Britain. Social Archaeology of Funerary Remains. pp. 89-98.

Boret, S.P. (2014) Japanese Tree Burial: Ecology, Kinship, and the Culture of Death. Routledge.

Carr, G. and Knüsel, C. (1997) The Ritual Framework of Excarnation by Exposure as the Mortuary Practice of the Early and Middle Iron Ages of Central Southern Britain. Reconstructing Iron Age Societies: New Approaches to the British Iron Age. pp. 167 – 173. Oxbow Books.

Erizanu, P. (2018) The Biodegradable Burial Pod that Turns Your Body into a Tree. CNN: EcoSolutions. Retrieved from: https://edition.cnn.com/2017/05/03/world/eco-solutions-capsula-mundi/index.html

Fahlander, F. (2018) The Relational Life of Trees: Ontological Aspects of “Tree-Ness” in the Early Bronze Age of Northern Europe. Open Archaeology 4(1). pp. 373 – 385.

Kushwaha, S. (2016) Vultures in the Cultures of the World. Asian Journal of Agricultural and Life Sciences 1(2). pp. 34-40.

Larian Studios (2017). Divinity: Original Sin II. Bandai Namco Entertainment.

Whyte, T.R. (2001) Distinguishing Remains of Human Cremations from Burned Animal Bones. Journal of Field Archaeology 28(3-4). pp. 437 – 448.


If you’re financially stable enough, why not donate to help out marginalised archaeologists in need via the Black Trowel Collective Microgrants? You can subscribe to their Patreon to become a monthly donor, or do a one-time donation via PayPal.

My work and independent research is supported almost entirely by the generosity of readers – if you’re interested in contributing a tiny bit, you can find my PayPal here, as well as my Amazon Wishlist for research material.

The Instagram Museum: Visitor Participation in the Age of the Selfie

Visitors taking a selfie at the Museum of Ice Cream (Photo Credit: Laura Morton)

Have you ever heard of an “Instagram Museum”? Often temporary, these pop-up exhibitors are often part-art gallery, part-immersive experience, but all about the selfie. Although the Museum of Ice Cream, which first opened up in NYC in 2016, is arguably the most famous of these Instagram Museums, it wasn’t the first – for that, we turn to the Renwick Gallery in 2015. There, a exhibition called “Wonder” became hugely popular due to the Instagram-friendly environment. Although the exhibition quickly embraced the popularity, with new signs stating that photography was encouraged, it should be noted that the exhibition was never intended to be an Instagram hot spot (Pardes 2017). The trend continued throughout 2017 and 2018, with many pop-up exhibits following in the footsteps of the Museum of Ice Cream and more or less opening as a series of interconnected photo-ops, mostly about food (DeJesus 2018).

In some way, we can see the popularity of these exhibits as a logical continuation of visitor participation in museum spaces – specifically art museums. Art inherently asks the viewer to engage through the senses, with some pieces taking this further than others through immersive experiences, of course – but what about other museums? Specifically, scientific and historical museum spaces? These museums already have their own forms of participation – think of natural history museums which have displays of animal bones for guests to pick up, or of history museums that have re-enactors speak to guests in period-specific characters. Ultimately, Instagram Museums are taking the next step, moving from simply engaging with material and placing the visitors in the material (which, coincidentally, is also perfect for a selfie!).

Woven thread artwork by Gabriel Dawe at the “Wonder” exhibition at the Renwick Gallery (Photo Credit: Rachel Barron)

So, what are the implications of these spaces, specifically with regards to the future of museums? For starters, I’d say that it marks a shift in the level of participation that is desired by some visitors – that immersion is key, which has also been seen in the popularity of immersive art collective places such as Meow Wolf. “Wonder” curator Nicholas Bell probably states it best: “It’s like this new first-person narrative of the museum experience” (Judkis 2016). And while many museums will want to further capitalise on this trend for the sake of marketing and raising tourism, I also think it raises an interesting new perspective by which future museums could be intentionally designed and curated around. Again, visitor participation is nothing new – but, to take Bell’s phrase, how can we shift the perspective to a first-person narrative? And, more specifically, what does a first-person narrative mean to a museum whose exhibitions are more “objective”? Imagine this perspective as applied to a science museum, in which an exhibit is tailored to engage the visitor in an immersive experience focused on the evolution of humankind. As we find ourselves able to conjure up images and videos of faraway things in an instant thanks to the Internet, how do we allow museums to take it a step further with regards to providing a new perspective to visitors?

To end this blog post, I should point out that I originally drafted this prior to the 2020 pandemic, so the question of what these immersive experiences may influence in museums moving forward is even more complicated. As I write this post, a majority of the United States and the United Kingdom have re-opened to the public, albeit with many new safety and health measures installed. Although the unfortunate reality is that some of these participation-friendly will continue to operate as usual – perhaps with the bare minimum of occasionally sanitising exhibits – many of these museums will find that they will need to drastically change with the times, thereby ending the forward momentum of this trend. As museums, generally speaking, struggle to survive during a pandemic, how will they also contend with the changes of visitor engagement and participation? What does it mean to a curator that visitors are contexualising their museum experience through protective screens, masks, and the heavy burden of a world in crisis around them?

References

DeJesus, E. (2018) Fake Food Museums are Our Greatest Monuments to the Brand Hellscape of 2018. Eater. Retrieved from https://www.eater.com/2018/12/21/18151663/fake-museum-of-ice-cream-pizza-instagram

Goldburg, G. (2017) Double Scoop of Fantasy at Museum of Ice Cream in SF. San Francisco Chronicle. Retrieved from https://www.sfchronicle.com/style/article/Double-scoop-of-fantasy-at-Museum-of-Ice-Cream-in-12216063.php#photo-14127511

Judkis, M. (2016) The Renwick is Suddenly Instagram Famous. But What about the Art? The Washington Post. Retrieved from https://www.washingtonpost.com/lifestyle/style/the-renwick-is-suddenly-instagram-famous-but-what-about-the-art/2016/01/07/07fbc6fa-b314-11e5-a76a-0b5145e8679a_story.html

Pardes, A. (2017) Selfie Factories: The Rise of the Made-for-Instagram Museum. Wired. Retrieved from https://www.wired.com/story/selfie-factories-instagram-museum/


If you’re financially stable enough, why not donate to help out marginalised archaeologists in need via the Black Trowel Collective Microgrants? You can subscribe to their Patreon to become a monthly donor, or do a one-time donation via PayPal.

My work and independent research is supported almost entirely by the generosity of readers – if you’re interested in contributing a tiny bit, you can find my PayPal here, as well as my Amazon Wishlist for research material.

Curse-Breakers and Thieves: Looted Artefacts, the Antiquities Market, and…Harry Potter, too?

Note: Given that this blog post is based on a book series by a noted transphobe, perhaps consider donating to organisations that support and fight for the rights of the trans community. Ideally find a local organisation if you can, but here are some bigger organisations that I have donated to in the past: The Okra Project, G.L.I.T.S., and the Marsha P. Johnson Institute. Thank you.

“Are you seeking a challenging career involving travel, adventure, and substantial, danger-related treasure bonuses? Then consider a position with Gringotts Wizarding Bank, who are currently recruiting Curse-Breakers for thrilling opportunities abroad.”

Harry Potter and the Order of the Phoenix, p. 606

In the Harry Potter franchise, Bill Weasley is a Curse-Breaker for Gringotts Wizarding Bank. He is based in Egypt, where his job consists of breaking curses placed upon ancient tombs and treasures, ultimately sending anything he successfully retrieves to Gringotts.

So…um…does this mean that part of the Wizarding World’s economy is based on looting?

Screenshot_2019-08-15 gringotts treasures - Google Search
Harry, Ron, and Hermione break into a Gringotts vault in Harry Potter and the Deathly Hallows

Unfortunately, we don’t learn much about the job itself beyond the fact that it’s an Indiana Jones-type treasure hunting profession that uses magic to circumvent any nasty curses or magical traps. We don’t even know what Gringotts does with the treasures obtained by Curse-Breakers, leading to many to believe that they are somehow incorporated into the bank’s circulation of gold into the economy, or that Gringotts simply enjoys collecting and guarding treasures of any kind.

There’s a theory that perhaps Curse-Breakers retrieve goblin-made treasures from ancient tombs and vaults – as explained by Bill Weasley in Harry Potter and the Deathly Hallows (2007), goblins view the creators of an object as the true owner of said object, not the purchaser, and that many goblins would prefer that goblin-made artefacts be returned to goblins once the wizard owner has died (p.517). So, with that perspective, Curse-Breakers aren’t looting, but repatriating items back to goblins. However, this is just speculation – goblins in the Harry Potter universe keep their secrets closely guarded, given the tense relations between goblin and human communities; in the same passage referenced above, for instance, Ron angrily mentions that goblins refuse to teach humans how they create their objects in response to Griphook’s anger at human wizards hoarding wand ownership and magic from goblins.

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Harry enters his Gringotts vault for the first time in Harry Potter and the Philosopher’s Stone…that’s a LOT of gold!

It wouldn’t surprise me if looted objects was secretly a huge component of the Wizarding World’s economy, though…after all, in the real world, the illegal antiquities market is huge. Recently, Hobby Lobby was revealed to have spent over $200 million for looted artefacts from Iraq to display in the company’s president’s Museum of the Bible (Arraf 2018). Even online marketplaces like Amazon and eBay have found themselves advertising the sale of stolen artefacts (Medrano 2017). These items sell for enormous amounts of money, given the cultural and social prestige surrounding “authentic” ancient artefacts.

There’s some good news, however. Archaeologists are becoming more militant against not only the illicit antiquities market, but the selling of any and all antiquities on the open market. Why? Well, it’s become what some Blythe A. Bowman refers to as a “grey” market – even the “reputable” markets can find themselves selling looted artefacts that (Bowman 2008, Stevenson 2017). A very timely example can be seen with auction house Christie’s, which is currently being sued by Egypt after they had sold a bust of King Tutankhamen for $5 million – Egyptian officials believe that the bust was actually looted during the 1970’s and has had its origins falsified to pretend its a legal purchase (Cascone 2019).

Personally, I can’t put any trust in the idea of selling artefacts, regardless of the market being “reputable” or not. If we’re going to be serious about repatriation in archaeology, I’d argue that we can no longer continue the high profile sale of artefacts. It diminishes the cultural and heritage value of artefacts to a monetary one, which often inflates to the point that only Western countries made rich through imperialism and colonialism (amongst other acts of violence) can afford these items for their collections and museums. This continues the cycle of museum-sanctioned looting of items from their cultural origins, where artefacts are not only physically, but also financially inaccessible to their places of origin. It’s a continuation of colonialism, plain and simple.

References

Arraf, J. (2018) Hobby Lobby’s Illegal Antiquities Shed Light on a Lost, Looted Ancient City in Iraq. NPR. Retrieved from https://www.npr.org/2018/06/28/623537440/hobby-lobbys-illegal-antiquities-shed-light-on-a-lost-looted-ancient-city-in-ira?t=1565874644457.

Bowman, B.A. (2008) Transnational Crimes Against Culture: Looting at Archaeoloical Sites and the “Grey Market” in Antiquities. Journal of Contemporary Criminal Justice 24 (3). pp. 225-242.

Cascone, S. (2019) Egypt will Sue Christie’s over the $6 Million Sale of a King Tut Sculpture Officials Claim was Looted from a Temple. ArtNet News. Retrieved from https://news.artnet.com/art-world/egypt-christies-lawsuit-king-tut-sculpture-1595746.

Medrano, K. (2017) Are Amazon and eBay the New Black Market? Archaeologists Warn Against Ancient Artifacts Sold Online. Newsweek. Retrieved from https://www.newsweek.com/amazon-ebay-archaeology-black-market-looting-artifacts-704385.

Rowling, J.K. (2003) Harry Potter and the Order of the Phoenix. London: Bloomsbury Publishing.

Rowling, J.K. (2007) Harry Potter and the Deathly Hallows. London: Bloomsbury Publishing.

Stevenson, A. (2017) Why Archaeological Antiquities Should Not Be Sold on the Open Market, Full Stop. The Conversation. Retrieved from http://theconversation.com/why-archaeological-antiquities-should-not-be-sold-on-the-open-market-full-stop-54928.


If you’re financially stable enough, why not donate to help out marginalised archaeologists in need via the Black Trowel Collective Microgrants? You can subscribe to their Patreon to become a monthly donor, or do a one-time donation via PayPal.

My work and independent research is supported almost entirely by the generosity of readers – if you’re interested in contributing a tiny bit, you can find my PayPal here, as well as my Amazon Wishlist for research material.

“Hypnospace Outlaw” and the Archaeological Internet Site

Note: This blog post will have slight spoilers for the recent video game Hypnospace Outlaw, which I highly suggest you play if you haven’t already done so!

Last month, I played through Hypnospace Outlaw, a new video game in which the Player is basically the new moderator (called an “Enforcer”) of an early form of the Internet during the late 1990’s, known as “Hypnospace”. This was a community of early Internet users who utilised a technology known as the “Hypnoband” to traverse various pages and “hubs” on the Internet during their sleep. As an Enforcer, the Player scrolls through listed and unlisted (or hidden!) community pages, learning via contextual clues more about the individual members of the communities and their relations as played on via the Internet.

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Just an example of the sort of 90’s, early Internet vibe that “Hypnospace Outlaw” delivers (Image Credit: Cecilia D’Anastasio, Kotaku)

In the last third of the game, the story jumps to the current year and the Player finds themselves part of a group of ex-users of the now-defunct Hypnospace who are attempting to archive it for posterity. And of course, this immediately sparks my interest as an archaeologist!

The concept of an “Internet archaeology” isn’t necessarily new, of course – one of the earliest considerations of such a framework was as early as 1997, when Quentin Jones wrote about the idea of “cyber-archaeology“. This theoretical framework viewed Internet communities as “virtual settlements”, where virtual interactions and activities are analysed as a sort of material record from which behaviours and relations can be interpreted from. With the rise in Internet archival systems, we’ve seen iterations of cyber-archaeology in practice – for example, there’s the Deleted City project which archives the now-defunct online community GeoCities after its closure in 2009 (Vijgen 2012). Today, a lot of what we would consider “Internet Archaeology” is part of the much wider field of “digital archaeology”; for an example related to GeoCities, Matt Law and Colleen Morgan (2014) have written about the sustainability of digital sites and how utilising previous archaeological websites that have since been long abandoned, we may be able to learn more about methods of archaeological outreach, ultimately applying the sorts of skills we learn and use in “traditional” archaeology towards the digital sphere. Similarly, Lorna Richardson has done much in digital/public archaeologies, particularly in studying the ways in which archaeology is both communicated and experienced in the Digital Age (Richardson 2013).

What I really like about Hypnospace Outlaw is how, whether or not it was intended, it really is a great example of an archaeology game. The mechanics of the game are basically those found in any detective game, but I’d argue that the method has much more in common with Jones’ concept of cyber-archaeology, particularly with the idea of an “Internet archaeological record” including textual interactions and conversations between users within the community.

I’d also argue the game creates tools that would actually be useful for an Internet-based excavation. The main tool used during the archival section of the game (see image below) is not unlike a Harris Matrix, which is used by archaeologists to show the sequencing of archaeological contexts from a single site. In fact, the tool allows for the Player to change between specific periods of time, allowing webpages to be seen not just as static objects but as constantly changing ones that are updating and changed by their users over time.

Although the HAP (Hypnospace Archival Project) tool is clearly created to allow for Players to see where they are missing content and allows them to 100% complete the game, I am really fascinated about this – and similar tools – as a means of actually participating in an “Internet excavation“, so to speak. The game also requires the Player to download certain programs to allow them access to hidden and secret pages, which again leads me to think – what kind of advances in coding and programming would be required for Internet archaeology? As we lose access to HTMLs and other sources of media and content, how do we attempt to navigate around that? When giant networks like Facebook and Twitter finally end, will we be able to archive all of that material? How will we maintain access to these digital/archaeological sites over time?

But, alas…I don’t know anything about coding or computers so don’t look at me!!

Screenshot_2019-06-30 Hypnospace Archival Project
The tool used for the Hypnospace Archival Project (Image Credit: Merchant3y3z, Hypnospace Outlaw Wiki)

 

You can download Hypnospace Outlaw for the PC via Steam or GOG, for the Nintendo Switch, or for the PS4

References

Jones, Q. (1997) Virtual-Communities, Virtual Settlements, & Cyber-Archaeology: A Theoretical Outline. Journal of Computer-Mediated Communication 3(1).

Law, M. and Morgan, C. (2014) The Archaeology of Digital Abandonment: Online Sustainability and Archaeological Sites. Present Pasts 6(1). pp. 1-9.

Richardson, L. (2013) A Digital Public Archaeology? Papers from the Institute of Archaeology 23(1). pp. 1-12.

Tholen, J. (2019) Hypnospace Outlaw. Manchester: No More Robots.

Vijgen, R. (2012) The Deleted City: A Digital Archaeology. Parsons Journal for Information Mapping.


If you’re financially stable enough, why not donate to help out marginalised archaeologists in need via the Black Trowel Collective Microgrants? You can subscribe to their Patreon to become a monthly donor, or do a one-time donation via PayPal.

My work and independent research is supported almost entirely by the generosity of readers – if you’re interested in contributing a tiny bit, you can find my PayPal here, as well as my Amazon Wishlist for research material.