What Lasts of Us: Implicit Archaeology through Environmental Storytelling
Author(s): Rhianna M. Bennett; Krystiana L. Krupa; Kate Minniti; Alexander Vandewalle
Year: 2023
Summary
This is an abstract from the session entitled "Making Waves through Play: A Historical Archaeological Examination of Archaeogaming and the Global Impact of Video Games on the Field of Archaeology", at the 2023 annual meeting of the Society for Historical Archaeology.
The Last of Us (2013, Naughty Dog) and its 2020 sequel transport players to a post-apocalyptic version of the United States, twenty years after the outbreak of a deadly virus. Gameplay is set in the remnants of what was once a sprawling, living environment where players may collect artifacts of the past (e.g., comic books or letters) by methodically scouring the game’s locations, which helps illuminate the history of the world. To gain knowledge about previous lived experiences through material culture left behind is effectively the science of archaeology. We argue that players become "amateur archaeologists" who try to understand the history of a recent and paradoxically contemporary past through their journey in the game. In this pursuit, we will draw on the burgeoning discipline of archaeogaming (Reinhard 2018), which seeks to analyze games through an archaeological lens, in order to understand this crucial aspect of the game series.
Cite this Record
What Lasts of Us: Implicit Archaeology through Environmental Storytelling. Rhianna M. Bennett, Krystiana L. Krupa, Kate Minniti, Alexander Vandewalle. Presented at Society for Historical Archaeology, Lisbon, Portugal. 2023 ( tDAR id: 475919)
This Resource is Part of the Following Collections
Keywords
General
Archaeogaming
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digital archaeology
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Historical Archaeology
Geographic Keywords
United States (broadly)
Individual & Institutional Roles
Contact(s): Nicole Haddow