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Andrew Reinhard. Archaeogaming: An Introduction to Archaeology in and of


Video Games (New York & Oxford: Berghahn, 2018, 236pp., 22 illustr., pbk,
ISBN 978-1-78533-873-1)

Article  in  European Journal of Archaeology · November 2019


DOI: 10.1017/eaa.2019.49

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612 European Journal of Archaeology 22 (4) 2019

although the poor state of preservation of Murail, P., Bruzek, J., Houët, F., Cunha, E.
the bone assemblage limits the scope of a 2005. DSP: Un outil de diagnose sexuelle
valuable contribution. The paleoanthropo- probabiliste à partir des données métriques
de l’os coxal. Bulletins et Mémoires de
logical and archaeothanalogical approach is la Société d’Anthropologie de Paris, 17:
precious because it adds substantially to 167–76.
what is known from the many La Tène Pétrequin, P., Errera, M., Cassen, S.,
cemeteries in western Switzerland that Billand, G., Colas, C., Maréchal, D. &
were excavated in the nineteenth century Prodeo, F. 2005. Des Alpes italiennes à
l’Atlantique au Ve millénaire. Les quatre
and the first half of the twentieth century. grandes haches polies de Vendeuil et
Maizy (Aisne), Brenouille (Oise). Revue
archéologique de Picardie, 22: 75–104.
REFERENCES Southwell-Wright, W.A. 2013. Past
Perspectives: What Can Archaeology
Acsádi, G. & Nemeskéri, J. 1970. History of Offer Disability Studies? In: K. Arndt &
Human Lifespan and Mortality. Budapest: M. Wappett, eds. Emerging Perspectives on
Akadémiai Kiado. Disability Studies. New York: Palgrave
Crubézy, E., Masset, C., Lorans, E., Macmillan, pp. 67–97.
Perrin, F. & Tranoy, L., eds. 2000. Steele, D.G. 1970. Estimation of Stature from
Archéologie funéraire. Paris: Errance. Fragments of Long Limb Bones. In: T.D.
Curdy, P., Mariéthoz, F., Pernet, L. & Rast- Stewart, ed. Personal Identification in Mass
Eicher, A. 2009. Rituels funéraires chez les Disasters. Washington D.C.: National
Sédunes : Les nécropoles du second âge du Fer Museum of Natural History, Smithsonian
en Valais central (IVe–Ier siècle av. J.-C.). Institution, pp. 85–97.
Lausanne: Cahiers d’Archéologie Romande.
Delattre, V. 2018. Handicap : Quand
l’archéologie nous éclaire. Paris: Le CHLOÉ BELARD
Pommier.
Archéologie et Philologie d’Orient et
Duday, H. 2009. The Archaeology of the Dead:
Lectures in Archaeothanatology. Oxford: d’Occident UMR 8546, CNRS – Ecole
Oxbow Books. Normale Supérieure, Paris, France
Hubert, J., ed. 2000. Madness, Disability and
Social Exclusion: The Archaeology and doi:10.1017/eaa.2019.46
Anthropology of ‘Difference’. London &
New York: Routledge.

Andrew Reinhard. Archaeogaming: An Introduction to Archaeology in and of Video Games


(New York & Oxford: Berghahn, 2018, 236pp., 22 illustr., pbk, ISBN 978-1-78533-
873-1)

Andrew Reinhard is the director of introduce its theory and practice. Each
publications of the American Numismatic chapter introduces a different aspect of
Society and a PhD student at York archaeogaming. ‘Real-World
University in the UK. He is also the creator Archaeogaming’ (Ch. 1) discusses video
of a web blog called Archaeogaming. Since games and related hardware as archaeo-
this is a new archaeological field, Reinhard logical artefacts that can be studied using
published Archaeogaming: An Introduction to more traditional archaeological methods,
Archaeology in and of Video Games to such as excavation. Like in the rest of the

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Book Reviews 613

book Reinhard often relies on personal convoluted writing style, at times includ-
experience, for example his participation in ing unfitting analogies, which is difficult
the Atari Burial Ground dig in to follow, at least for a non-native
Alamogordo, New Mexico (USA). English-speaking reader. Overall,
Chapter 2 switches the perspective and Reinhard seems to be committed to a
explores how video games are played posthuman agenda (Díaz-Guardamino &
by archaeologists. Despite the heading, Morgan, 2019), but his use of related
‘Playing as Archaeologists’, the chapter jargon, whose meaning and relevance to
does more by also discussing how archae- archaeogaming are not adequately
ology is featured in video games, i.e. games explained, makes the arguments difficult
that feature archaeology in some capacity, to follow. Many statements seem to be
public reception of the profession, archaeol- more about impressing the reader rather
ogists as non-player characters, etc. In than conveying any content. On p. 30
‘Video Games as Archaeological Sites’ Reinhard enumerates what objects are,
(Ch. 3), Reinhard makes an argument to partly relying on other authors, when sud-
define video games as archaeological sites denly the short sentence ‘An artifact is
and proposes possible avenues to study forever’ is interspersed. There is nothing
them as such. The last chapter, ‘Material surrounding this statement explaining
Culture of the Immaterial’, crosses over what Reinhard means or how he comes to
again into the physical world and is the this conclusion. It is also an odd statement
most multi-disciplinary part of the book. for an archaeologist who should be aware
For example, his discussion on museums that most materials are perishable, leaving
in games and about the gaming world archaeology with the gaps in the material
touches on museology and heritage studies record it tries to research. From an arch-
(pp. 167–72), while his consideration of aeological standpoint, the exact opposite
fans bringing games’ worlds to life by seems to be true.
making and wearing costumes (cosplay) Reinhard also makes several assump-
shows the potential of linking archaeology tions as to what ‘we’ do or do not do. For
and sociology (pp. 185–88). example, he states, ‘We often fail to per-
Reinhard’s book Archaeogaming has ceive how these permanent spaces [i.e.
already garnered some generally positive cities] appear to the temporary visitor
attention and, as an archaeologist and […]. We fail to consider fully how a
gamer, I might be expected to be positive migratory population builds and dwells for
about the book. The book indeed has a short time within a permanent space.
many positive aspects, e.g. introducing a For this groups of “transhumans”, nothing
new field to archaeology, the author’s is permanent […]’ (p. 104). Here it is
strong interdisciplinarity, and the attempt quite unclear who this ‘we’ is, glossing
to open up the gaming world that, despite over differences in the groups Reinhard
its ever-growing market share, can be perceives himself to be a part of. This
quite arcane for the uninitiated. However, could be a misunderstanding facilitated by
the book raises some problematic issues vagueness. Added to that, the assumption
which I will touch upon in this review, that these spaces are permanent is contra-
and that I believe should be borne in dicted by Reinhard’s emphasis that
mind for the future development of nothing is permanent and that everything
archaeogaming. is in constant flux (e.g. pp. 89, 103). It
The first aspect that struck me while would be better to phrase the presumed
reading the book was Reinhard’s permanence of cities as a perceived one,

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614 European Journal of Archaeology 22 (4) 2019

because some people may perceive their It seems that Reinhard is implicitly
living spaces as permanent. However, fre- aware of this problem, because he makes
quently people understand spaces like much of procedurally (i.e. algorithmically,
cities as impermanent. Almost everyone randomized) generated game worlds like
knows stories of places (real or fictional) Minecraft or No Man’s Sky. However,
that ‘ended’, e.g. Pompei, Troy, Sodom, procedurally generated games only invert
etc. Such places are still active in some the problem, as other than starting/writing
sense, perhaps precisely because their ‘end’ the algorithm no agency is responsible for
transformed them into something else. settlement placement. Conversely, in the
Furthermore, Reinhard’s use of the term real world there are manifold agencies
‘transhumans’ for migratory people should involved in creating settlement patterns, a
have been explained since it is a word with process that was not started by a single
a prior definition and its use in this agency. It is also worth remembering that
context is potentially problematic. in games like Minecraft only very limited
Such lapses would not be worth men- gravity exists so that the algorithm creates
tioning if they were rare, but many exam- floating islands. Settlements are placed ran-
ples can be found throughout. Most domly after the landscape is created
pervasive is Reinhard’s insistence on the without regard for the shape of the land-
similarities between in-game worlds and scape so that half of a house is on the float-
the real world. The statement ‘Both ing island and half on the ground. This is
natural and synthetic world are real. There an important difference to the natural
is no “virtual” here’ (p. 111) is only true in world, where the natural environment,
the sense that both worlds exist; however, amongst others, is often a significant factor.
it ignores the fact that synthetic worlds are Similar issues can be encountered else-
‘crafted by a developer’ (p. 97). Games where in the book. For example, Reinhard
represent ‘amputated’ worlds in which observes that in the game The Elder
activities are restricted and possibilities Scrolls V: Skyrim ceramics differ accord-
limited. For example, most ‘worlds’ in ing to in-game ‘races’ and regions, improv-
games are flat planes without subsoil ing in quality compared to older versions
depth or depositions of previous inhabi- of the game series. He likens this develop-
tants. Most do not have any actual previ- ment to archaeological ceramic chronolo-
ous inhabitants. Settlements in games are gies (p. 48). While there may be an aspect
deliberately placed by the developer. Real- of this in terms of real world technological
world settlements might be placed deliber- developments, it ignores that the creators
ately as well; however, this fails to of these pots are outside the presumed cul-
acknowledge a fundamental difference. In tural frame of the ‘users’ of these pots;
the synthetic world the settlement is pots are non-player characters (NPCs),
created only for players, while in the real which were never meant to be anything
world the makers of a prehistoric settle- other than cultural markers, and the
ment did not have twenty-first century ‘change’ they undergo has no other reason
people in mind when they built their than the technological improvement in
houses. That means the reasons for the visualization outside the game world. In
existence of a settlement in the real world short, there is very little room for inter-
always has to be a matter of interpretation pretation. In the real physical world, pots
by the modern observer, while in the syn- change and differ for a variety of inter-
thetic world the reason is always ‘for the twined reasons, for example, class, social
player’. function, personal taste, etc.

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Book Reviews 615

Reinhard’s unwillingness to discuss dif- different’? These are of course theoretical


ferences between ‘natural’ and ‘synthetic’ issues that have arisen in archaeology most
worlds blinds him to some of the limita- recently around concepts like symmetrical
tions of real world archaeology in synthetic archaeology, (primary) object agency, and
worlds. He argues (p. 94) that sites real or the so-called rights of objects. This requires
virtual consist of networks and systems critique and discussion that has just
that an archaeologist can break down. He recently started (e.g. Díaz-Guardamino &
then states that there is no difference Morgan, 2019; Ribeiro, 2016, 2019;
between Athens and a virtual simulation Sørensen, 2016, 2018).
of Athens. However, the spatial limits of The book laudably often touches on
the simulation cannot be passed. Thus, a ethics in archaeology and its practice.
whole component of the network that real However, sometimes it gets somewhat
Athens may offer, i.e. contact to the curious. Reinhard went into a retro gaming
outside world, is missing and cannot be store, but did not purchase anything, declar-
studied. Virtual Athens also adds a layer ing (p. 35): ‘it troubles me ethically to pur-
of interpretation (by the developer) that chase the things that I study.’ However, a
real world Athens does not have. major part of the ‘fieldwork’ in the book is a
All of this explains why Reinhard survey (i.e. study) of the game No Man’s
mostly sticks with games that present Sky. One is left wondering how Reinhard
large, open world, sandbox environments. and his team acquired the game if ethics pre-
These games are made to resemble the real vented purchasing it? He is also concerned
world which is a fact that Reinhard does that the portrayal of looting and problematic
not seem to appreciate. Most of his analo- treatment of artefacts in the real world
gies would break down if he were to may desensitize players (pp. 75–86). But
discuss them using games like Tetris, Reinhard does not factor the suspension of
Mario Bros, or Rocket League. The disbelief and the unreality that most games
forced analogies sometimes unwittingly portray, which prevents them from becom-
cross over into the cynical. For example, ing guidelines for real life behaviour. In an
Reinhard describes games as ‘sites com- insightful assessment of how archaeology is
posed of artifacts working together, an portrayed in popular cinema, Hall (2004:
electrified society of automatons’ (p. 93). 173) noted that ‘[i]f we read such films in an
He seems to think that something that is overly literal way we will miss their (some-
run on pre-programmed premises, reac- times unintended) point.’ The same seems
tions, and processes can be recast as a true for video games.
‘society’, presumably akin to human The glossary aiding the understanding
society. This is reaffirmed when he main- of gaming terms is a commendable
tains that NPCs ‘engage with that space addition. However, some important terms
based on parameters, acting when acted (e.g. ‘vanilla’, the original version of a
upon’ and then states that this is ‘little dif- game) are missing. The structure in
ferent than a human commuter in a rut’ which items are mentioned (e.g. list of
(p. 97). This denies humans any kind of games with an archaeologist protagonist
agency and has some frightening conse- (pp. 62-70)) has no apparent order. The
quences when thought through. No one information given to each game differs:
has a problem deleting NPCs if they do sometimes it is a partial game description
not fit the narrative any longer, reprogram with some commentary on the character,
them, or, as part of the game, kill them. sometimes it includes game mechanics,
Does he really want to imply that ‘it’s little sometimes it is a list of titles under a

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616 European Journal of Archaeology 22 (4) 2019

brand (i.e. Tomb Raider), and sometimes REFERENCES


it has company information or history. A
clearer structure to the information given Díaz-Guardamino, M. & Morgan, C. 2019.
would have aided reading and following Human, Transhuman, Posthuman Digital
Archaeologies: An Introduction. European
Reinhard’s argument. Journal of Archaeology. doi: https://doi.org/
Despite all these critical points, 10.1017/eaa.2019.26
Archaeogaming represents a valiant effort to Hall, M.A. 2004. Romancing the Stones:
introduce an emerging archaeological field Archaeology in Popular Cinema. European
with great potential. It highlights the need Journal of Archaeology, 7(2): 159–76. doi:
https://doi.org/10.1177/1461957104053713
for further discussion, criticism, and Ribeiro, A. 2016. Against Object Agency: A
refinement. As such, the book is defini- Counterreaction to Sørensen’s ‘Hammers
tively worth reading and will be a corner- and Nails’. Archeological Dialogues, 23(2):
stone for the future development of the 229–35. doi: https://doi.org/10.1017/
field. Chapter 4 especially will be crucial S1380203816000246
Ribeiro, A. 2019. Against Object Agency
for the development of new interdisciplin-
2: Continuing the Discussion with
ary approaches. There are many good Sørensen. Archeological Dialogues, 26(1):
ideas, such as studying in-game gear rea- 39–44. doi: https://doi.org/10.1017/
lized by fans, which could provide answers S1380203819000011
with relevant implications for other arch- Sørensen, T.F. 2016. Hammers and Nails: A
aeological enquiries, e.g. the degree of pre- response to Lindstrøm and to Olsen
and Witmore. Archeological Dialogues,
cision of copies, the uses of the created 23(1): 115–27. doi: https://doi.org/10.
objects, the potential adoration or vener- 1017/S1380203816000106
ation of such items, etc. Ironically, this Sørensen, T.F. 2018. Agency (Again): A
review is like two phenomena that can be Response to Lindstrøm and Ribeiro.
found in reviews of games on platforms Archeological Dialogues, 25(1): 95–101. doi:
https://doi.org/10.1017/S1380203818000120
like Steam. There, games like No Man’s
Sky received mostly negative reviews after
launch, because the developer promised
CHRISTIAN HORN
too much, and fans were expecting too
Department of Historical Studies, University
much. Also, ‘Early Access’ games (i.e.
of Gothenburg, Sweden
games that are playable while still being
developed) frequently receive reviews
doi:10.1017/eaa.2019.49
stating, ‘the game has great potential,
but…’. Both apply to Archaeogaming.

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