In this thesis the theme of the diffusion of the cult of the Egyptian goddess Isis from Egypt across the Mediterranean world is treated, by investigating some of the approaches that have been...Show moreIn this thesis the theme of the diffusion of the cult of the Egyptian goddess Isis from Egypt across the Mediterranean world is treated, by investigating some of the approaches that have been employed by Bommas, Woolf, Bricault, and Versluys in their analysis of the theme; and by examining the features of the Temple of Isis of Philae, the Temple of Isis at the Campus Martius in Rome, and the Temple of Isis at Pompeii. While the Temple of Isis at Philae mostly features architectural elements that are typical of indigenous Egyptian temples, the Italian Iseums of Pompeii and of the Campus Martius feature elements meant to evoke the Egyptian environment and elements of the cult of Isis that are represented in a Graeco-Roman fashion. After comparing the different characteristics of these structures, it emerges that the element that can be found in Egyptian temples of Isis (or in at least, the one at Philae) that persisted in the Temples of Isis when these were built in Italy, was the Nilometer, which was featured at the Temple of Isis at Pompeii, although it is not possible to know with certainty if this was featured in the Iseum Campense by looking at the archaeological evidence. In any case, many conducts for water were found in the latter structure, which could have been likely linked to the presence of a Nilometer or of other elements connected to water, and this would underline the persistence of at least the importance of the presence of water in the concept of the Iseum, and thus likely also in the practice of the cult. However, It has to be underlined that in the case of Philae, the Nilometer was with most probability used in connection to the presence of the river Nile in the vicinity of the structure, while in Italic temples this would have been an element related to the ritual of the cult. Other Egyptian-izing features, such as the dromos of the Iseum Campense, and the purgatorium of the Temple of Isis at Pompeii, were not present at the Temple of Isis at Philae, thus probably being features meant to evoke the concept of Egypt in general more than reflecting the characteristics of Egyptian Iseums. Therefore, it is possible to assume that the almost-total refashioning of the concept of the Iseum when this kind of structure was built in at least Rome and Pompeii might be a reflection of the refashioning of the cult that took place after it diffused out of Egypt.Show less
This thesis assesses the suitability of the video game medium in archaeological public outreach. It does so by examining the blockbuster game Assassin’s Creed: Origins (Ubisoft 2017), gauging its...Show moreThis thesis assesses the suitability of the video game medium in archaeological public outreach. It does so by examining the blockbuster game Assassin’s Creed: Origins (Ubisoft 2017), gauging its accuracy through a comparative archaeological study between the Step Pyramid complex at Saqqara and its virtual reconstruction in the game. Further case studies display designer choices and their relation to the representation of archaeology in the game. Other than examining the accuracy of the virtual reconstruction of the complex, the information given about it in the Discovery Tour mode is also analysed. A survey conducted amongst gamers that have played Assassin’s Creed: Origins is meant to give insight in the level of interest in the archaeology of the game and the consumers’ perception of that archaeology. A different survey, conducted amongst academics of the Faculty of Archaeology of Leiden University, evaluates the opinion of the academic community on using the gaming medium in public outreach, along with their view on the accurate representation of archaeology in the game. Additionally, an assessment is made of the ability of an entertainment-based blockbuster game to transfer knowledge. The core aspects of the medium, such as immersion and interaction, are shown to promote effortless learning and absorption of information as a byproduct of having fun playing the game. This thesis therefore deems the medium suitable for the transfer of knowledge to the public. The gamers survey results do not prove that specific information is retained, but it shows that a general image of Ptolemaic Egypt has been gained along with increased interest in its archaeology. The academics survey results display general agreement that the game provides a rather accurate rendition of Ptolemaic Egypt and nearly all participants believe the medium should be used in public outreach. From the comparative study and the analysis of the Discovery Tour, it is deduced that the virtual reconstruction of the Step Pyramid complex is indeed very accurate. The other case studies show that designer choices could disturb historical and archaeological accuracy, but that this does not necessarily interfere with the representation of archaeology. Thus, this thesis advises the archaeological academic community to invest in the gaming medium and approach game developers about incorporating archaeologists in the design process from the very start of the developing process.Show less