No Margins, No Word Counts, No Masters! Experimenting With ‘Zines for Archaeological Outreach

The following text is an expanded version of a Twitter conference paper I presented in 2019 for the Public Archaeology Twitter Conference on ‘zine making as an alternative form of science communication for archaeology.

Setting the mood with one of the coolest looking slides I’ve ever made (from the original Twitter presentation)

Over the past two decades, archaeology has seen a shift towards “outside-the-box” thinking. From queer theory to archaeogaming, the discipline has begun to embrace non-traditional approaches to the ways in which archaeologists engage with the theory and practice of archaeology. And yet, can we say the same for our methods in archaeological outreach and communication?

In some ways, we can; with the popularity of platforms such as YouTube and Twitter, archaeologists are now able to utilise multimedia, in particular visual media, to increase their outreach and experiment with new forms of engagement. However, I would argue that there are some methods that have been mostly ignored by the archaeological community as a whole, despite the huge potential these methods have as tools for public archaeology. With a growing interest in alternative approaches to the discipline (Morgan 2015), perhaps it is time that archaeologists learn how to become ‘zine makers.

‘Zines can be traced back to as early as the 1930’s in the form of “fanzines”; these booklets were produced by science fiction fans and circulated across clubs as a means of distributing critiques of recent literature and publishing new works. The ‘zine format as we understand it today, however, was popularised during the 1980’s with the development of “do-it-yourself” (DIY) and punk subcultures that emphasised pushing against the mainstream, corporate media through creating your own material (Duncombe 2008: 11-12). To the general public, ‘zines are arguably most associated (at least, aesthetically) with the “Riot Grrrl” movement of the 1990’s, which combined the punk scene with the burgeoning third wave of feminism (Piepmeier 2009: 2).

Today, ‘zines live on defiantly against a society whose media intake can now be found almost entirely online. Many ‘zines are distributed and published digitally through websites, such as sproutdistro.com and zinedistro.com. Online shopping platforms, such as Etsy, have also become hot spots for small, independent ‘zine makers to peddle their wares. And, perhaps in spite of our overall reliance on the Internet, there are still in-person ‘zine fairs and swaps organised around the world.

But what exactly is a ‘zine? Given the free nature of expression that is central to the concept of a ‘zine, it can be hard to pinpoint a definition that can broadly encompass all media that identifies as such; over the last decade, this has become even more difficult, as the Internet allows for ‘zines to overcome the restrictions of cut-and-pasted paper publications and become full-fledged multimedia pieces. Perhaps the best definition of the ‘zine comes from the forefather of ‘zine studies himself, Stephen Duncombe (2008: 18): “’zines are decidedly amateur”. While this may sound dismissive, Duncombe quickly clarifies that this is not the case at all; to say that ‘zines are “amateur” is to say that they are made with love, from love, and by love. ‘Zine makers are not making a profit, nor are they professionals working within a professional context – instead, they are working against the cult of professionalism and formality through the emphasis on their individuality and amateurism.

Since their first iteration, ‘zines have been produced and distributed with the intent of education the masses – whether it’s about the best science fiction stories of 1935 or the main tenets of anarcho-communism, ‘zines are hyper-focused pieces of media that allows for free and further exploration of certain subjects. With this in mind, it should come as no surprise that ‘zines have been experimented with in an academic context.

The application of ‘zines within the classroom goes beyond just reading material, however. The process of writing and creating a ‘zine has been observed to be a useful activity in students applying and expressed learned knowledge (Wan 1999: 18-19). As a final project, ‘zine making can also be used as a creative outlet through which students can synthesize an entire course worth of information and express their own conclusions (Desyllas and Sinclair 2014: 300). For subjects that are entwined with political activism and social justice, ‘zines can be a meeting ground between the educational and the personal; additionally, the informal format of ‘zines can also create a space where students feel as though they can harness and express their own, individual voice (Creasap 2014: 155), in contrast to the more formal, standardised publications in academia (i.e. journals, edited volumes, etc.). Perhaps most importantly, ‘zines can be weaponised against an increasingly neoliberal, commodified academy and help in returning focus to a relationship based on knowledge exchange between student and teacher (Bagelman and Bagelman 2016).

Although ‘zines are becoming more popular within academic circles, there have been very few written specifically on archaeology. Artist Peter Driver (2013) has produced a series of ‘zines as part of his work as artist-in-residence for the Basing House excavations. These booklets, which were ultimately distributed as souvenirs for the archaeological team, captured Driver’s thoughts and observations as a non-archaeologist watching the process unfold over a span of three weeks; the resulting artwork included drawings of the excavators at work, diagrams of the stratigraphy reflected in the trenches, and even some speculative illustrations of what the Basing House may have looked like prior to its destruction. 

Over the past two years, archaeological ‘zines have been used as a means of introducing more radical, alternative archaeology into the zeitgeist. For example, in 2017, Meghan Walley (2017) edited together a ‘zine called “inDIGnant”, which was distributed at that year’s Society for American Archaeology conference. Walley’s initiative was inspired by a collective frustration she and other students felt at the lack of radical, social justice-oriented literature in archaeology. The resulting ‘zine is a collection of essays, poetry, and visual media that tackle topics such as queer archaeology, Indigenous rights, and ableism, with the hopes that publication in this format will lead to further exposure and discussion of these important subjects in the larger archaeology community (Crocker 2017). Possibly the most recently published archaeology ‘zine comes from the relatively new sub-discipline of archaeogaming. Florence Smith Nicholls and Sara Stewart (2018) have published a ‘zine that is both an introduction text into the basics of archaeogaming theory as well as space of exploration for both the author and illustrator, allowing them the freedom to elaborate and illustrate concepts of archaeogaming that interests them.

‘Zines are clearly ripe for utilisation in the academic sector, but more specifically, within archaeology. Although there are some examples of archaeological ‘zines in distribution, I would argue that the format is still underestimated not only as an alternative form of communication and education, but also as a way to involve others in engaging with archaeology. ‘Zines can become highly collaborative projects, especially within public and community archaeology, and allows for both archaeologists and non-archaeologists alike to flex their various skills and expertise. As more academics become less enchanted with normative methods of publication and communication, perhaps we are due for an “alternative turn”, where ‘zines and DIY culture help usher in a new period of accessible and creative exchanges of knowledge.

References

Bagelman, J. and Bagelman, C. (2016) Zines: Crafting Change and Repurposing the Neoliberal University. ACME: An International E-Journal for Critical Geographies 15 (2).

Creasap, K. (2014) Zine-Making as Feminist Pedagogy. Feminist Teacher 24 (3), 155-168.

Crocker, E. (2017) Getting the Dirt on Punk Archaeology: InDIGnant Zine Hopes to Change Archaeological Culture. The Overcast

Desyllas, M. C. and Sinclair, A. (2014) Zine-Making as a Pedagogical Tool for Transformative Learning in Social Work Education. Social Work Education: The International Journal 33 (3), 296-316.

Driver, P. (2013) Guest Post: An Artist’s Perspective. www.basinghouseproject.org/2013/09/04/guest-post-artists-perspective.

Duncombe, S. (2008) Notes from the Underground: Zines and the Politics of Alternative Culture. Bloomington: Microcosm Publishing.

Fitzpatrick, A. (2018) Black Flags and Black Trowels: Embracing Anarchy in Interpretation and Practice. In Theoretical Archaeology Group Conference. 

Morgan, C. (2015) Punk, DIY, and Anarchy in Archaeological Thought and Practice. AP: Journal of Online Public Archaeology 5, 123-146.

Nicholls, F. S. and Stewart, S. (2018) Archaeogaming.

Piepmeier, A. (2009) Girl Zines: Making Media, Doing Feminism. New York: New York University Press.

Walley, M. (editor) (2017) inDIGnant: Archaeology by and for Activists, Feminists, Punks, Queers, Anarchists, and Coprolite Disturbers.

Wan, A. J. (1999) Not Just for Kids Anymore: Using Zines in the Classroom. The Radical Teacher 55, 15-19.


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 Importance of the Little Town Museum in “I Am Dead”

This blog post will contain some slight spoilers for the game ‘I Am Dead’.

A snapshot of the town museum in Shelmerston, showcasing the delightful mix of local cultural heritage and natural heritage.

As readers may remember, I absolutely loved the video game I Am Dead (Hollow Grounds, 2020) and wrote a previous blog post about how it was actually more of an archaeology game than players may actually realise. Perhaps one of my favourite parts of the game was the level centred on the town museum, of which the main character was previously the curator of and, as such, holds particular sentimentality for. The game’s fictional setting of Shelmerston seems to be based broadly on the islands of the North Atlantic, although for me it certainly brought back memories from when I excavated in the Orkney Islands of Scotland. More specifically, playing the game – and particularly the levels in the town museum – reminded me so much of Stromness Museum, which similarly has collections related to both the local fauna and flora, as well as local history. And frankly, as a museum worker-turned archaeologist-returned to museum worker, I just love spending time in these spaces where archaeology and the construction of heritage meet, where the past meets and engages with the present through the meticulous work of museum workers.

Several displays from the town museum level showcasing various aspects of Shelmerston history – this includes (from top to bottom) a display on a nearby historic shipwreck, a cabinet of curiosities representing local folklore and collectibles donated by local townspeople, and the history of migrant communities to the island.

But I think there is something particularly charming and fascinating about the “little town museum” as its own type of museum space – the independent museums that have less than a tenth of the budget of larger, internationally renowned institutions and hardly any of the sort of “flashy finds” that line the exhibition cabinets of the British Museum, yet push through curatorial practices and care to display their collections with the underlying message that they are just as important to our collective understanding of the past as any “big name” artifact or assemblage. And don’t take that as an insult against these museums either – I’ve always been fond and protective of smaller museums as an important feature of the broader heritage sector, having worked in both national and more localised museums myself.

Research on small museums have indicated their potential as producers of social capital and communal cohesion among regional communities, particularly when community members are their main stakeholders and internal goals are focused on building and sustaining a sense of social community (Burton and Griffin 2008). Other research has identified several characteristics that community members expect from their local museums, including a sense of pride in local traditions and customs, the development of cross-communal engagement that includes all members of the local community, and a consistent sense of relevancy with the local region. However, it’s not just about keeping the focus on the local either (although this is clearly important to local community groups); feedback from local stakeholders have also emphasised the need for small museums to support local tourism and to act as representative of local histories and cultures to visitors from outside of the community (Kelly 2006).

These small, localised museums are clearly key places for their associated communities to partake in developing how we illustrate and interpret local histories and heritage, and how this gets communicated to others from outside these communities. In I Am Dead, various objects on display are observed to have been donated by recurring characters in the game, placed in context with Shelmerston history – for example, one character’s camera is displayed in a exhibit about the local fictional sport of “sheller”, with the provided text explaining how that character was an avid photographer of sheller games. In another example, we see how local community donations can influence curatorial practice and design – with an entire display dedicated to a local band, filled with their donated instruments.

I think the importance of local museums, and those who work in them, is summed up in the inscription of the memorial bench that your character, former local curator Morris Lupton, which simply says: “He collected stories”. Smaller museums preserve these stories that perhaps may not be as major as others in the grand scheme of things, still are important in shaping the culture and heritage of that particular region. It’s similar to how I have always viewed individual sites in archaeology – although important to view from a wider context as part of the puzzle that makes up the greater archaeological record, it’s equally as important to view the site on its own, the ways in which one specific area can have a ripple effect on the wider community and environment. And I think that also ties into the broader themes of the video game as well – that we, as living people navigating throughout the world, impact others in ways that we may not even recognise but add to the narrative that connects us all together as a larger community. And perhaps one day our stories will get told long after we’re gone, in small museums dedicated to preserving our connected histories and the cultural heritage we developed together and left behind.

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

References

Burton, C., & Griffin, J. M. (2008). More than a museum? Understanding how small museums contribute to social capital in regional communities. Asia Pacific Journal of Arts and Cultural Management.

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

Kelly, L. (2006). Measuring the impact of museums on their communities: The role of the 21st century museum. Intercom2(4).


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.

You Will Never Be Indiana Jones: How Toxic Masculinity Spurs Sexism and Ableism in Archaeology

The following post is an article that was originally written and published for Lady Science, a wonderful online magazine that has now sadly ended its publication . I am very grateful for the chance to originally publish with the amazing team behind Lady Science, who gave me the confidence and the support necessary to write a piece that has ultimately influenced a lot of my future writing, both on this blog and elsewhere.

I made this image as a joke for a potential talk but honestly I kinda want it on a shirt now.

Ask any Euro-American archaeologist why they entered the profession and many of them will cite Indiana Jones, the whip-wielding protagonist of Raiders of the Lost Ark (1981) and the resulting film franchise starring Harrison Ford. These films represent a very romanticised view of archaeology – one in which artefacts are in constant need of rescue by Western adventurer/academics for display in their museums and institutions. “It belongs in a museum!” was less of a rallying cry for the protection of heritage, and more of an excuse that allowed colonialist forces to claim cultural objects as their own.

There’s much to unpack regarding the legacy of Indiana Jones and others within the archaeological adventure genre, and how they perpetuate colonialist and Orientalist thought (Hall, 2004; Blouin, 2017; Gross, 2018). But one aspect that is often given less attention to is the impact that pop culture has had on the toxic masculinisation of archaeology, and how it connects to sexism and ableism within the discipline.

Indiana Jones is an abled man, a literal white saviour who charges into tombs with guns blazing. No boulders, poison darts, Nazis, or the enticements of women can stop Dr. Jones from retrieving whatever the archaeological MacGuffin of the film is – and this is something that many archaeologists seem to have internalised and applied to their attitude towards excavation and fieldwork.

Fieldwork is often seen as the “heart” of archaeology – and understandably so, as much of our data collection is done amidst the ruins and remains of excavation sites. The significance of fieldwork has arguably increased with the influence of depictions of archaeology (regardless of realism) in popular culture. Unfortunately, this has led to an increase in both sexism and ableism within the field. Fieldwork is often seen as the more “masculine” aspect of archaeology, the epitome of a “science of doing”, with other forms of archaeological analysis seen as more passive and “feminine”.

As such, archaeologists – particularly male archaeologists early in their careers – arrive at the field with something to prove. With excavation sometimes demanding feats of strength and endurance, it is very easy to see how fieldwork becomes a test of one’s supposed masculinity, regardless of any health and safety risks. Those who cannot perform the desired amount of masculinity and ability are often looked down upon as being obstacles in the way of archaeological progress. Thus, fieldwork becomes a form of gatekeeping – if you cannot do X, Y, and Z, then you are not an archaeologist.

The toxic masculinisation of the discipline is something I’ve witnessed myself, particularly the effects it has on someone who struggles with mental illness such as myself (Fitzpatrick, 2018, 2019). As a Chinese-American woman working in British archaeology, I already felt as though I had something to prove, even more so as excavation season began in 2018. Unfortunately, this determination was cut short after injuring myself on-site. Although it was not a life-threatening injury, I was adamantly against returning to site under the circumstances. With the support and encouragement of my supervisors, I spent the remaining three weeks doing analysis work from our accommodations. But it was hard to shake thoughts of Imposter Syndrome, and soon I felt depressed and ashamed of my inability to be a “real” archaeologist, that I did not have the strength and temperament to remain in the discipline that I’ve given years of my life to. At my lowest point, I started using the Twitter hashtag #DiggingWhileDepressed to vent about my frustrations and anxieties, hoping that my struggles would resonate with others online.

The response to the hashtagwas surprising – many archaeologists came forward with stories of dealing with mental illness and the ways in which our own discipline was failing us. But more voluminous were the private messages I received, not just of support but also of people quietly revealing their own fears and struggles within archaeology. The sizable response felt disproportionate to what I had understood previously about disabled archaeologists; in fact, a survey undertaken in 2013 had found less than 2% of professional archaeologists in the UK are disabled (Rocks-Macqueen, 2014a). But many disabled people do not disclose their disabilities to employers, in fear of losing work (Rocks-Macqueen, 2014b) – this is understandable in a discipline like archaeology, which puts so much emphasis on “doing”.

Fortunately, there is hope for a more inclusive future. Projects such as the Inclusive, Accessible, Archaeology (IAA) Project have developed toolkits towards cultivating a better practice of accommodating and incorporating disabled archaeologists (Phillips and Gilchrist, 2012). In the last decade, disabled archaeologists in the UK such as the late Theresa O’Mahoney have made great strides in providing support and resources for others with the Enabled Archaeology Foundation (O’Mahoney, 2015).

But we must remain hypervigilant of persistent strains of toxic masculinity that still permeate archaeological fieldwork culture. The romantic conceptualisation of the lone adventurer archaeologist must be left in the past and replaced with a more inclusive future that enables everyone to be an archaeologist. We will never be Indiana Jones, and we shouldn’t want to be.

References

Blouin, K., 2017. Indiana Jones Must Retire: Archaeology, Imperialism, and Fashion in the Digital Age. Everyday Orientalism. URL https://everydayorientalism.wordpress.com/2017/08/22/indiana-jones-must-retire-archaeology-imperialism-and-fashion-in-the-digital-age/

Fitzpatrick, A., 2019. #DiggingWhileDepressed: A Call for Mental Health Awareness in Archaeology. Presented at the Public Archaeology Twitter Conference.

Fitzpatrick, A., 2018. Digging While Depressed: Struggling with Fieldwork and Mental Health. https://animalarchaeology.com/2018/07/09/digging-while-depressed-struggling-with-fieldwork-and-mental-health/.

Gross, D.A., 2018. The Casual Colonialism of Lara Croft and Indiana Jones. Hyperallergic.

Hall, M.A., 2004. Romancing the Stones: Archaeology in Popular Cinema. European Journal of Archaeology 7, 159–176.

O’Mahoney, T., 2015. Enabled Archaeology: Working with Disability. BAJR Series.

Phillips, T., Gilchrist, R., 2012. Inclusive, Accessible, Archaeology: Enabling Persons with Disabilities, in: Carmen, J., Skeates, R. (Eds.), The Oxford Handbook of Public Archaeology. Oxford University Press, Oxford, pp. 673–693.

Rocks-Macqueen, D., 2014a. Professional Archaeology – Disability Friendly? Doug’s Archaeology. URL https://dougsarchaeology.wordpress.com/2014/08/11/professional-archaeology-disability-friendly/

Rocks-Macqueen, D., 2014b. Disclosing Disability: Employment in Archaeology. Doug’s Archaeology. URL https://dougsarchaeology.wordpress.com/2014/08/14/disclosing-disability-employment-in-archaeology/


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.

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.


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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.


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The Witcher is a Bioarchaeologist – Okay, Let Me Explain…

Okay, I mean…technically the Witcher is more of a zoologist with a bit of forensics training, but let me shoe-horn in my expertise please!

Screenshot_2020-01-27 Let's Play The Witcher 3 - Part 4 - Griffin's Nest - YouTube
Geralt, the Witcher, examining a griffin corpse in the Witcher 3: The Wild Hunt (2015).

After years of being yelled at to play the Witcher 3: the Wild Hunt (2015), I am finally playing the Witcher 3: the Wild Hunt (round of applause please). And I’m enjoying it a lot, as it fills the fantasy void within my heart that the Dragon Age series has left. But the gameplay mechanic that interests me the most is, unsurprising, the investigation sequences during the Witcher contracts.

Geralt, the main character, is a Witcher (have I written that word enough yet?). This means he’s been trained and physically & genetically enhanced in order to combat monsters and other deadly creatures.

So, what do I mean that Geralt is basically a trained bioarchaeologist? Well, one of the many types of quests you can get during the game are called “contracts”, which are basically paid jobs, usually involving the defeat of some creature that’s terrifying the local populace. But it’s not just about riding off and fighting a griffin or an ogre…there’s a bit of investigation involved as well.

Screenshot_2020-01-27 Witcher 3 Blood and Wine - Contract Bovine Blues - YouTube
Geralt investigates the corpses of a human and a cow during a quest in the Witcher 3: The Wild Hunt (2015).

During these quests, Geralt is usually directed to a site where some horrible thing has happened – a peasant has been horribly murdered, or a person has gone missing and only left behind a blood trail, or maybe it’s just the whispers of local folklore that’s brought him there. Whatever it is, Geralt will begin to investigate and look for clues; these will come in the form of animal tracks, bloodstains, or even the deceased themselves.

Again, most of these interactions are probably more forensic in nature, but there’s still lots of similarities with bioarchaeology. For example, Geralt has an incredible amount of knowledge of common taphonomic processes (which I’ve actually written about here, except in a different video game). Taphonomy refers to the processes through which a living being undertaken as they move from living to being part of the archaeological record as a post-mortem deposit (Lyman 1994).

When Geralt looks at remains, he can deduce the actions that occurred to cause that particular deposit – did they die here, or were they placed here after death? Has any animals moved or otherwise affected the body in any way? What about the environment – has weather affected these remains in any way? Is there something significant about the way this body was or was not buried?

And these are important questions to ask about archaeological deposits as well! It isn’t assumed that we are looking at an intentional grave, as many factors could have led to this particular deposition – were they buried here intentionally, as a “final resting place? Were they first placed somewhere else and then moved here? Was the body modified in anyway prior to this eventual deposition? This can include not just other humans, but other animals and environments factors.

But more specifically, Geralt is a walking bestiary – he knows not only how to recognise and identify faunal remains, but also understands their living behaviours as well. When Geralt comes across the remains of a slain griffin, he immediately makes the connection that the one he has been hired to kill was the deceased’s partner – but how? Well, he understands the mating behaviours of griffins!

And, as a zooarchaeologist myself, I really enjoy seeing how extensive Geralt’s zoological knowledge is and how he incorporates it in his interpretations alongside his observations and evaluations of the surrounding environment. Why? Well, to quote Diane Gifford-Gonzalez (1991), “bones are not enough”!

Being able to identify animal bones is a vital skill, but it’s not just the end of zooarchaeology. Knowledge of behavioural studies, of regional geology, climate and environmental studies…these can all be utilised and factored into an interpretation, allowing for an interdisciplinary and more dimensional narrative for the assemblage at hand.

Now, if only I can hire a Witcher to take a look at my current faunal assemblage…

References

CD Projekt (2015) The Witcher 3: The Wild Hunt.

Gifford-Gonzalez, D. (1991) Bones are Not Enough: Analogues, Knowledge, and Interpretive Strategies in Zooarchaeology. Anthropological Archaeology 10. pp. 215-254.

Lyman, R.L. (1994) Vertebrate Taphonomy. Cambridge: Cambridge University Press.


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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.

Guardians, Gods, or Geodudes? Pokemon and Battling Animals in Antiquities

A Pokemon battle in Pokemon Moon (2016)
In the Pokemon franchise, Pokemon (or “pocket monsters”, as it directly translates to English) are catchable creatures that can be trained for battle between Pokemon trainers. Pokemon battles have developed an extensive amount of lore through the video games and associated anime series, particularly through myths and legends that the Player can learn about on their journey. The Veilstone’s Myth from the Sinnoh Region, for example, uses the myth of a human killing a Pokemon with a sword and causing a Pokemon to temporarily disappear to provide one explanation for why Pokemon battles exist.

In the Alolan region, Pokemon battles have been incorporated into rites of passage. One type of battle practiced during this rite, known as the Battle Royale, is fought between four Pokemon trainers and is said to be based off of the war between the Guardian Deities of the region.

A character from Pokemon Moon (2016) saying, “Hoo-ee! Another great battle this year!”

We can draw some parallels between these battles and some actual, similar concepts found within the archaeological record – particularly those that take place in the Alola region, which have an especially significant place within the cultural rites of the region. Generally speaking, we have a plethora of evidence for ritual events that utilise non-human species in one form or another. However, with Pokemon battles in mind, let’s focus on forms of more ritualised, or culturally significant, combat.

Elephants in an Ancient Roman amphitheater
Elephants being fought by humans in a Roman amphitheatre (Image: Stefano Bianchetti)

Animal fighting is more or less frowned upon today, but we can find much archaeological (and textual) evidence of the cultural and ritual importance of animal combat in antiquity. Evidence for dog fighting can be seen amongst Etruscan tomb art and Greek vases (Kalof and Taylor, 2007). Cock-fighting, perhaps the most known form of animal combat, has a long history, with depictions found in Greece on Corinthian and Attic vases and amphorae (Lewis and Llewelynn-Jones, 2018). Although both dog and cock fighting were most likely used as entertainment amongst the ancient Greeks, the latter also had a significant ritual dimension as well; cock-fights were annual affairs in Athens, with cocks being associated with both Ares and Athena for their fighting prowess (Shelton, 2014).

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Terracotta figure of children watching a cockfight, from the Archaeological Museum in Naples (Image: Mary Harrsch)

There are also instances of inter-species fighting, specifically between humans and other animals. The ancient Romans, of course, are commonly associated with the grand spectacle of gladiatorial fights in popular media – and there’s historical evidence to support the existence of these gory shows, too. Animals – particularly exotic animals caught and shipped to Rome – were used in “venationes“, or hunts in which they were pitted against humans for entertainment, and also as a common tool of execution, known as damnatio ad bestias…again, for entertainment (Wazer, 2016). These animals were also pitted against other animals in arenas in a way that could be argued as ritually staged, as it demonstrated and affirmed the Roman domination over nature itself (Gilhus, 2013).

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A man executed by leopard, as depicted in Roman mosaics from the Archaeological Museum of Tunesia (Image: Rached Msadek, 2007)

Another particular form of this inter-species fighting that was culturally significant throughout antiquity is that of the mythological. Artwork, such as Greek vase art, often depicted the heroic battles of legends like Heracles against creatures both mythological and non-mythological. In these depictions, the concepts of humanness, beastliness, and perhaps something in-between are on full display (no pun intended)…sometimes even more literally, with hybrid creatures made from both human and animal, like the Minotaur, put in combat with others (Beier 2017).

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A Tyrrhenian amphora that may depict the mythological Calydonian boar hunt, displayed at the Altes Museum (Image: Bibi Saint-Pol, 2008)

Despite the battle-based gameplay of the Pokemon series, creator Satoshi Tajiri has also said that a core concept of the games was communication and community – players were encouraged to not just compete against friend, but also trade Pokemon with each other as well (Yokada, 1999). And perhaps that’s truly the connecting tissue between Pokemon and the animal battles of ancient times…at the end of the day, it was the community that was the core of these rituals and stories, bringing people together with shared mythologies, cosmologies, and activities.

Although, I don’t know if folks in antiquity were desperately looking for friends to trade Pokemon so you could evolve your Haunter into Gengar…?

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Gigantamax version of Gengar from Pokemon Sword and Shield (2019)…I love you, Gengar! (Image: Prima Games, 2019)

References

Beier, C. (2017) Fighting Animals: An Analysis of the Intersections between Human Self and Animal Otherness on Attic Vases. In Interactions between Animals and Humans in Graeco-Roman Antiquity (eds. T. Fögen and E. Thomas). De Gruyter: Berlin. pp. 275-304.

GameFreak (2007) Pokemon Diamond/Pearl. Nintendo.

GameFreak (2016) Pokemon Sun/Moon. Nintendo.

Gilhous, I.S. (2013) From Sacrifices to Symbols: Animals in Late Antiquity to Early Christianity. In Animals as Religious Subjects: Transdisciplinary Perspectives (eds. C. Deane-Drummond, D.L. Clough, and R.A. Kaiser). Bloomsbury: New York. pp. 149-166.

Kalof, L. and Taylor, C. (2007) The Discourse of Dog Fighting. Humanity and Society 31(4). pp. 319-333.

Lewis, S. and Llewellynn-Jones, L. (2018) The Culture of Animals in Antiquity: A Sourcebook with Commentaries. New York: Routledge.

Shelton, J. (2014) Spectacles of Animal Abuse. In The Oxford Handbook of Animals in Classical Thought and Life (ed. G.L. Campbell). Oxford: Oxford University Press. pp. 461-477.

Wazer, C. (2016) The Exotic Animal Traffickers of Ancient Rome. The Atlantic. Retrieved from https://www.theatlantic.com/science/archive/2016/03/exotic-animals-ancient-rome/475704/

Yokada, T. (1999) The Ultimate Game Freak. TIME Magazine. Retrieved from http://content.time.com/time/magazine/article/0,9171,2040095,00.html


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“I Love Dying and Being Dead” – Late Capitalism and Modern Perceptions of Death

Lately, archaeologists have been a bit concerned about memes. No, not because they’re trying to perfect their comedic skills – rather, there’s been a relatively recent rash of popular memes that were derived from several big archaeological finds. For example, a nearly complete human skeleton was recovered in Pompeii, originally interpreted to have been crushed to death while fleeing the eruption of Mt. Vesuvius in 79 CE. The image used to publicise this excavation – a skeleton whose head has been obfuscated by a stone slab – ended up being used by many as a meme on social media like Twitter and Facebook. This led to a further discussion by archaeologists across the Internet on respecting human remains and whether or not it was ethical to make memes out of recovered bodies, regardless of the age and unknown identity (Finn 2018).

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A Tweet from Patrick Gill (@Pizza_Suplex) commenting on the skeleton recovery that says, “Me to a panicked group of archaeologists moments after I drop a big ass rock on a perfectly preserved Pompeii skeleton: Chill. Let me talk to the press. I’ve got this.”

Although the main concern with this “meme-ification” of the dead is the ethics at play (for more on the ethics of human remains on display, see my blog post on selfies with human remains in the recent Tomb Raider game), I’m more interested in why memes utilising the dead – or associated with death and dying – are so popular these days.

Let’s talk about late capitalism and how it shapes the average young person’s everyday life, shall we?

An image of a tombstone that says “This Space for Rent” – the caption added above it says, “Capitalism even ruins the sweet release of death smh”

Millennials have had the utmost misfortune to reach young adulthood (the “pivotal years”, as many call this time period) during late capitalism. This means that, as a generational group, they are significantly poorer than previous generations (O’Connor 2018), with a growing number unable to even save money (Elkins 2018) from a severe lack of fair wages. This is the generational group that is leaving higher education with high amounts of debt, only to find a feeble job market that demands long hours for little pay. It’s a pretty bleak future that young people seem to have inherited, so it’s honestly hard to blame them for developing such a morbid sense of humour that utilises iconography and imagery associated with death to express such futility in a way that’s become palatable for everyone else.

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A meme from Da Share Zone (@dasharezOne), a popular social media presence that makes images using stock photos of skeletons. This one depicts a (fake) human skeleton wearing a fur coat with a flower crown . The text around it says, “Looking Good, Feeling Bad”. Relatable!

What interests me the most as an archaeologist is how this affects our perception of death and dying in modern times. Morbid memes may be contributing to a sort of desensitisation of dying, to the point where it has become no longer taboo or fearful to speak of the dead – in fact, people actively make fun of the dead and the concept of dying. I would argue that this could be seen as the opposite effect that the Positive Death Movement is having, which strives to cultivate a more positive and respectful attitude towards death. I think, as archaeologists, we definitely need to push back against the meme-ification of the dead as violation of ethics – but I also think we should consider why this has become a trend, how the socio-political characteristics of the world at large can cause these things to become popular, and how we can take this approach and apply it to our interpretations of the past.

References

Elkins, K. (2018) A Growing Percentage of Millennials Have Absolutely Nothing Saved. CBNBC. Retrieved from https://www.cnbc.com/2018/02/09/a-growing-percentage-of-millennials-have-absolutely-nothing-saved.html

Finn, E. (2018) Pompeii Should Teach Us to Celebrate People’s Lives, Not Mock Their Death. The Conversation. Retrieved from http://theconversation.com/pompeii-should-teach-us-to-celebrate-peoples-lives-not-mock-their-death-97632

O’Connor, S. (2018) Millennials Poorer than Previous Generations, Data Show. Financial Times. Retrieved from https://www.ft.com/content/81343d9e-187b-11e8-9e9c-25c814761640

 


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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.

“Death Positivity” for Pets: Are We Changing Our Attitudes Towards the Death Of Animals?

Content Warning – Today’s blog post will talk at length about animal death and will have some photos of taxidermy animals. Please proceed with caution and feel free to skip the blog post entirely if this is too upsetting.

Screenshot_2018-10-30 Death Salon on Instagram “Our director_s personal haul from #deathsalonboston including moulagedecire[...]
Caitlyn Doughty, founder of the Order of the Good Death, gives a talk at a Death Salon event in Seattle (Photo Credit: @DeathSalon on Instagram)
The “Death Positivity” movement has truly become part of the mainstream discourse recently, ranging from a general increase in appreciation for all things aesthetically macabre, to more organized events that educate others on death and the culture surrounding it. Arguably at the forefront of this movement in the United States is Caitlyn Doughty, a mortician who started the Order of the Good Death as a means of engaging with death and dying in a more positive manner and combatting the anxieties that surround death in modern society (Troop 2013). Doughty eventually began working with other organizers to create “death salons” – based on 18th century intellectual salons, these events gather academics, professionals, and creatives (such as musicians, artists, performers, and even chefs!) together to discuss aspects of death and the culture around death (Rosenbloom 2013).

But while our attitudes towards human death may be changing, what about our attitudes towards animal death? This may be a more complicated question than I originally thought – after all, given our utilisation of animals as subsistence, product manufacturers, and sometimes companions, humans will find themselves constantly confronting animal death. However, there are two specific examples of recent trends that I’ve noticed as someone who consistently works with animal remains in their everyday life…

Screenshot_2018-10-30 Alex Fitzpatrick ( afitzpatrickarchaeology) • Instagram photos and videos
A typical array of “vulture culture” collections, processed and used in artwork by artist and seller Ossaflores (Photo Credit: @Ossaflores on Instagram)

Perhaps one example of changes towards animal death is the popularisation of “vulture culture” online – this term often refers to enthusiasts for collecting animal remains, either as skeletal elements or as taxidermies. Not everyone in the community processes their own remains, but everyone expresses a passion for collecting specimens via online sellers or by finding naturally defleshed remains in the wild. Some enthusiasts are also artists that incorporate animal remains into their artwork somehow.  It is usually emphasised that “vulture culture” collections are derived from naturally deceased animals as part of their ethics (Miller 2017).

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An example of “pet aftercare” in the form of full taxidermy, done by Precious Creatuer Taxidermy (Photo Credit: @PreciousCreature on Instagram)

Another example of “animal death positivity” could also be seen in the rise of pet mortuary businesses that specialise in “alternative aftercare”. This can either be as a full taxidermy piece, as a partial piece (for example, preserved tails or paws), or in skeletal form. Precious Creature Taxidermy, an alternative aftercare and taxidermy business run by Lauren Lysak in California, offers various aftercare services in lieu of what we may consider “traditional human funerary services” that includes the previously mentioned processes as well as cremation (Lysak 2018). Although it may seem a bit macabre to taxidermy one’s pet, you could also consider this as a deeper acceptance of death and its constant presence around all of us…in taxidermy form.

Screenshot_2018-10-30 Alex Fitzpatrick ( alexleefitz) • Instagram photos and videos

So, are we entering a new phase of “death positivity” with regards to animals? Do we even have a right to feeling “death positive” towards non-human species – after all, of course, many animal deaths are directly caused by human activities. I think that, ultimately, this is a very complicated topic that has many layers to it regarding concepts of posthumanism, of ethics, of agency, and so on – perhaps this requires another, more lengthy blog post! However, at least with regards to how humans experience the death of animals, specifically pets, I think we are making strides to better understanding the processes of death and utilising some aspects of “death positivity” as we apply it to humans in our overall understanding of the concept as a whole.

References

Lysak, L. (2018) About Precious Creature Taxidermy. Precious Creature Taxidermy. Retrieved from http://www.preciouscreaturetaxidermy.com/new-page.

Miller, L. (2017) What is Vulture Culture? Vulture Gear Blog. Retrieved from https://vulturegear.com/blogs/vulture-gear-blog/what-is-vulture-culture

Rosenbloom, M. (2013) Death Salon LA…and Beyond! Death Salon. Retrieved from https://deathsalon.org/2013/11/04/death-salon-la-and-beyond/.

Troop, S. (2013) Death Salon Interviews Caitlyn Doughty. Death Salon. Retrieved from https://deathsalon.org/2013/10/02/death-salon-interviews-caitlin-doughty/.


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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.