Reviewed by Kerry Dodd. This review first appeared in The BSFA Review.
From the dual-pistol wielding Lara Croft from Tomb Raider (1996-present) to the suave Nathan Drake from Uncharted (2007-2017), video games are replete with heroic archaeologists and their exploration of lost worlds. While surely a far-cry from its real-world counterpart, these is a certain pervasiveness to excavational practice within digital media that demands further attention. Can video games themselves be artefacts? How would we excavate a virtual world? Can this medium extend archaeological practice? It is precisely these questions that Andrew Reinhard engages with in his compelling and lucidly written Archaeogaming – a fascinating study of the ‘archaeology in and of games’ (2).

Throughout Reinhard identifies that this is not just archaeology within video games, but also a perspective which encourages the identification of games as artefacts themselves. Fittingly, then the first chapter, ‘Real-World Archaeogaming’, examines the significance of video game physicality – arcades, retro shops, and developer studios – alongside the field’s potential to scrutinise recent cultural products. As the author outlines, video games are irrefutably artefacts of material culture and offer a fascinating insight into such intersections as 1980s popular culture and nostalgia. Take, for example, the urban myth of Atari burying multitudes of E.T: The Extraterrestrial (1983) cartridges in the Alamogordo city landfill – after its wide-spread acknowledgement of being ‘the worst game ever made’ (23) – a perfect encapsulation of real-world archaeogaming at play. Reinhard narrates their own experience as part of the excavation team that dug up the ‘Atari Burial Ground’, a fascinating insight which unseats archaeology as merely the study of ancient history to suggests its applicability to the recent past. This archaeology of garbage – or Garbology – thus allows a more faithful appraisal of contemporary material culture and how the waste left behind is intrinsic to artifactuality. Reinhard then turns to the virtual, cogently examining how video games have their own historicity too, one which can instead be identified through version and build numbers.
Video game archaeological characters have a massive impact upon public awareness of the field, which Reinhard appropriately explores through their prominence of ‘Playing as Archaeologists’. Providing a brief, but informative, survey of the different roles which archaeologists plays in a multitude of texts, this study not only demonstrates the voracity of the trope but also its variance between back-drop setting and the implementation of excavational practice. The separation between archaeologist Non-Playable Characters (NPCs) and mechanical process poignantly queries how an ethical excavational practice can be deployed within the game format. For example, if we can study material culture through the waste left behind, how can this be translated to the digital? Exploring object looting and disposal in World of Warcraft (2004-present) and Elders Scroll Online (2014-present), Reinhard considers the historicity of virtual objects, how they each embody their own ‘fake’ and ‘real’ history while existing across multitudes of player-based instances. Crucially video game worlds can therefore become landscape to not only test and explore archaeological theory, but also one to challenge methodological practice.
It is within this vein that Reinhard next turns to ‘Video Games as Archaeological Sites’ to explore the multifarious ways in which excavational practice can be applied to digital spheres. Utilising No Man’s Sky (2016) as the main example, the author identifies how the ‘No Man’s Sky Archaeological Survey’ (NMSAS) – established by Catherine Flick with L. Meghan Dennis and Reinhard – is a platform that deploys a rigid archaeological structure to study the game’s procedurally-generated universe of over eighteen quintillion planets and its resulting material culture. Outlining an extensive and impressive background of archaeological theory, Reinhard’s meticulous approach offers a compelling framework through which the reader can also establish their own excavational study – the NMSAS’ ‘Code of Ethics’ are replicated in full at the end of the book, a compelling read indeed for interested parties. Certainly, one of the greatest strengths of Archaeogaming is its enthusiasm and openness to wider public immersion. I am particularly interested to see NMSAS’ future excavations now that No Man’s Sky has implemented full multiplayer features – arguably is applicability is as limitless as the procedurally-generated universe itself. Reinhard’s own documented landscape excavation of a Moon within No Man’s Sky is refreshing for its innovative approach, one which is not above commenting on the draw-backs and frustrations incurred from limited mapping mechanics in the game’s early versions.
The final section, ‘Material Culture of the Immaterial’, engages with the complexity of studying the ephemerality of digital presence. Reinhard explores the importance of video game archives alongside the challenges of arranging these artefacts within a museum – are they categorised by genre, by publication date, are the games playable? Museums, of course, equally feature within games, a location which Reinhard interrogates similar to the previous archaeological character study. For indeed, while video games often point or gesture towards a narrativized history, often these are merely artificial or illusionary. In Massively Multiplayer Online (MMO) games no ‘past’ can be verified, as any traces of a player – such as discarded trash – are quickly eradicated. As Reinhard notes, although there may be no material trace to this intangible physicality, this does not preclude archaeologists from exploring the rich didacticism of these increasingly immersive frontiers.
While some may challenge the validity of archaeological study within video game worlds, Reinhard steadfastly and convincingly presents their unique application for expanding excavational processes. To disregard this singular potential is thus to overlook the manners in which they enrich and challenge current practice, questioning our mediation of waste, artifactuality, and ‘presence’. Archaeogaming is by no means an exhaustive study of every excavational video game – and as the author notes, nor can it be – rather Reinhard provides a productive and compelling framework that indeed encourages the reader to enter the field and see what artefacts they too may uncover.
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