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E-raamat: Machine-Created Culture: Essays on the Archaeology of Digital Things and Places

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"Archaeology can be weird and fun, especially the digital kind. Readers of archaeology, media studies, and game studies are introduced to the wild-and-wooly side of digital archaeology: artifacts, sites, and landscapes contained within-and supporting-interactive digital built environments. Follow your guide, the reluctant digital archaeologist Charlie, to disappear into the weeds of post-landscapes, non-place cultural spaces, persistent digital spaces, software citizenship, machine-created culture, digital drift, technofossils, quantum archaeology, archaeological time, singularities, complexity and retrocausality, noise, and more. These bite-sized chapters offer new ways of interpreting humanity's blossoming digitalia, an archaeology done at the source of creation, use, and abandonment of our electronic selves"--

Archaeology can be weird and fun, especially the digital kind. Readers of archaeology, media studies, and game studies are introduced to the wild-and-wooly side of digital archaeology: artifacts, sites, and landscapes contained within—and supporting—interactive digital built environments. Follow your guide, the reluctant digital archaeologist Charlie, to disappear into the weeds of post-landscapes, non-place cultural spaces, persistent digital spaces, software citizenship, machine-created culture, digital drift, technofossils, quantum archaeology, archaeological time, singularities, complexity and retrocausality, noise, and more. These bite-sized chapters offer new ways of interpreting humanity’s blossoming digitalia, an archaeology done at the source of creation, use, and abandonment of our electronic selves.

Introduction

Chapter 1. Post-Landscape Archaeology
Chapter 2. Psychogeography of Software and User Interfaces
Chapter 3. Non-Place Cultural Spaces
Chapter 4. Abandonment
Chapter 5. Human Archaeology in Persistent Digital Spaces
Chapter 6. Software Citizenship
Chapter 7. Machine-Created Culture
Chapter 8. Digital Drift
Chapter 9. Technofossils and the Technosphere
Chapter 10. Mobile Homes in the Multi-Verse
Chapter 11. Archaeological Debt
Chapter 12. Quantum Archaeology
Chapter 13. Archaeological Time
Chapter 14. The Singularity Already Happened
Chapter 15. Archaeological Complexity, Anticipation, and Retrocausality
Chapter 16. Archaeological Noise
Chapter 17. More Technology, More Problems

Conclusion

Bibliography

Andrew Reinhard is a Cultural Resource Management (CRM) Project Director for Metcalf Archaeological Consultants and is also a Research Affiliate at the Institute for the Study of the Ancient World (ISAW) at New York University. His first book, Archaeogaming: An Introduction to Archaeology in and of Video Games, was published by Berghahn Books in 2018.