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Experimental Archaeogaming

A Case Study

Published online by Cambridge University Press:  19 April 2024

John Aycock*
Affiliation:
Department of Computer Science, University of Calgary, Calgary, Alberta, Canada
Katie Biittner
Affiliation:
Department of Anthropology, Economics & Political Science, MacEwan University, Edmonton, Alberta, Canada (biittnerk@macewan.ca)
*
(aycock@ucalgary.ca, corresponding author)
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Abstract

Archaeogaming is an area of increasing interest within archaeology. As archaeogaming's theory and practice are being fleshed out, it is worth considering if there are parallels to traditional archaeological methods within the study of video games. Here, we examine one such possibility: is there an archaeogaming equivalent to experimental archaeology? As a case study, we explore the system used for the mid-1980s development of an unreleased video game prototype for the game company Activision. Through examining this development system, whose use would be otherwise invisible in the finished software artifact, we demonstrate how we have both reconstructed a seemingly lost piece of the system virtually and used this reconstruction for experiments. The methodology we describe can be applied to digital artifacts within contemporary archaeology beyond the scope of video games, and it illustrates some key differences between studying physical and digital artifacts.

Archaeogaming es un área de creciente interés dentro de la arqueología. A medida que se desarrollan la teoría y la práctica del archaeogaming, vale la pena considerar si existen análogos de los métodos arqueológicos tradicionales dentro del estudio de los videojuegos. Aquí examinamos una de esas posibilidades: ¿existe un archaeogaming equivalente a la arqueología experimental? Como estudio de caso, exploramos el sistema utilizado a mediados de la década de 1980 para el desarrollo de un prototipo de videojuego inédito para la compañía de juegos Activision. A través del examen de este sistema de desarrollo, cuyo uso sería de otro modo invisible en el artefacto de software acabado, demostramos cómo hemos reconstruido virtualmente una pieza del sistema aparentemente perdida, y cómo hemos utilizado esta reconstrucción para experimentos. La metodología que describimos puede aplicarse a artefactos digitales dentro de la arqueología contemporánea más allá del ámbito de los videojuegos, e ilustra algunas diferencias clave entre el estudio de artefactos físicos y digitales.

Information

Type
Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
Copyright © The Author(s), 2024. Published by Cambridge University Press on behalf of Society for American Archaeology
Figure 0

FIGURE 1. Equipment loan documentation. (Image courtesy of Paul Allen Newell.)

Figure 1

FIGURE 2. Software development workflow.

Figure 2

FIGURE 3. Development instructions excerpt. (Image courtesy of Paul Allen Newell.)

Figure 3

FIGURE 4. The game I/O socket inside an Apple IIe computer, indicated by the center-right arrow (digitally added). (Image courtesy of John Aycock.)

Figure 4

FIGURE 5. A 16-pin game I/O connector, with fingers for scale. Underscoring its delicacy, two of the pins have broken off this (joystick) connector as a side effect of handling. (Image courtesy of Hayden Kroepfl.)

Figure 5

FIGURE 6. Conceptual layers within the II/64 software on the Apple IIe.

Figure 6

FIGURE 7. Reconstruction screenshot. Windows clockwise from upper left: Apple IIe emulator, Commodore 64 emulator, II/64 reconstruction program.