With social media becoming an integral part of the average person’s life, this paper explores how social media can be used to share knowledge about archeology and actively involve the public in...Show moreWith social media becoming an integral part of the average person’s life, this paper explores how social media can be used to share knowledge about archeology and actively involve the public in discussions about the practice and research. The study finds Instagram to be a useful platform for engaging in science communication because of specific features that create a space for professionalism and personalization from the creator, as well as a space that encourages discussion between the creator and the community they can establish. The study examines why science communication and outreach within archeology is important and how it can also benefit new research practices within the field. It then examines case studies of successful social media campaigns started by archeologists that yielded positive public involvement. Through interviews and surveys, the study then sheds light on efforts currently being made by both Oxford and Leiden University archeology departments to engage in science communication through their Instagram platforms and proposes a different strategy to engage the general public outside the world of academics based on the framework established through the case studies. The study concludes that the current Instagram pages of both universities aren’t prioritizing engaging the general public through their Instagram pages mainly because there is a lack of time and resources and knowledge about how to effectively use the platform to its fullest potential. A suggested strategy is stated in the conclusion on how to solve the current problems and create a space for public engagement.Show less
This Graduation Project revolves around the real caste study and co-creation project Berk&Hout which is situated on the boundary of the municipalities Tilburg and Udenhout (the Netherlands). An...Show moreThis Graduation Project revolves around the real caste study and co-creation project Berk&Hout which is situated on the boundary of the municipalities Tilburg and Udenhout (the Netherlands). An important element in the development of this new residential area was the excavation of a Late Bronze Age/ Early Iron Age urnfield together with settlement traces from the Bronze Age and Roman Period. The aim of this paper was to explore the possibilities of co-creation projects for archaeological research, especially for its public outreach including citizen participation. Co-creation is an upcoming concept in the field of public archaeology, a branch of archaeology that concerns itself with the interaction between the archaeological research and the public. The intention of co-creation is to create an environment in which all stakeholders of a project work together to define the goals of a project, create the plan and make joint decisions. In order for co-creation to become increasingly prevalent in the field of archaeology, the establishment of two treaties by the Council of Europe were necessary. It started with the implementation of the Malta convention (1992), which ensured conservation and protection of the archaeological heritage and with that the role of the archaeologists in society and within (development) projects. At the same time, with the Malta convention the importance of the accessibility of heritage and the role of public awareness was considered. In the Faro convention (2005) the focus on participation in cultural heritage was developed even further. The framework aided the shift in focus from how Europe’s heritage should be protected to why heritage should be accorded value. Its intention was to change the role of the public in assigning value to heritage and emphasizes that heritage should not just be defined by the heritage professionals: the democratization of heritage. It was an important step in order to facilitate co-creation projects because of a shift in the agency, the valorisation and inclusiveness of cultural heritage. The Faro convention also mentions the potential of heritage as resource for sustainable development and ability to enhance the quality of life through placemaking and creation of communities. Five case studies from Netherlands and its neighbouring countries demonstrated the potential that archaeology has in co-creation projects when designing with archaeology is used. Based on the master plan of Berk&Hout, the scientific results of the archaeological research and the stakeholder analysis, it was decided to physically implement the archaeological heritage in the landscape of Berk&Hout through designing with archaeology. Three designs were suggested that were themed around several steps from the ladder of citizen participation; information, concertation and co-creation. This research by design made apparent the possibilities and challenges that designing with archaeology offers for the field of archaeology and heritage within co-creation projects. It is a permanent and sustainable way to physically represent the heritage of a place. With active involvement of the stakeholders it can lead to community building and enhance the quality of life for an area. Co-creation and ‘designing with archaeology’ can transform the space of the development project Berk&Hout into a place again: from cremation to co-creation.Show less
This research focuses on if and how video games could be used to reach out to and involve a wider and particularly younger audience of people between 20-45 years old in archaeology. By setting out...Show moreThis research focuses on if and how video games could be used to reach out to and involve a wider and particularly younger audience of people between 20-45 years old in archaeology. By setting out a questionnaire among the players of three video games belonging to three major gaming genres, namely Assassin’s Creed: Origins (RPG), Battlefield 1 (FPS), and Sid Meier’s Civilization V (strategy), this research searches to investigate how the target audience perceives archaeological and historical aspects in video games (EA DICE, 2016; Firaxis Games et al., 2010; Ubisoft Montreal, 2017). The research looks to find out what gamers find important in video games and what genres are preferred to use in order to implement more real-life (virtual) archaeology. Furthermore, it researches how the target audience perceives archaeological aspects in video games and to what extent they would be interested to play video games in which a bigger focus lies on archaeology, or that are ‘archaeologically/historically accurate. Lastly, it was researched which of the selected video game genre(s) would be most suitable to use to involve a wider public in archaeology. The three set out surveys resulted in a total of 163 responses from men and women, concerning several ages and countries, including the Netherlands, the UK and the US. The results show that the participants are interested in archaeological aspects and historical accuracy in video games. A number of participants were more interested in archaeological activities than they were before playing the video game, which means that video games can indeed be used in order to reach out to and involve a wider audience in archaeology. The research shows that the participants preferred the role-playing genre to have more archaeological and historical aspects implemented in. The participants who played Assassin’s Creed: Origins were most interested in archaeology and history in video games, and also most open to archaeological activities in the real world, like visiting museums after playing the video game. In conclusion: The most preferred video game genre to use in order to reach out to a wider public is shown to be the role-playing genre.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