Augmenting Archaeology

Instead of teaching students to ‘read’ landscapes, might ‘playing’ landscapes be better at generating meanings that go deeper? Katie Salen and Eric Zimmerman, in ‘Rules of Play: Game Design Fundamentals’ (MIT, 2004) situate meaningful play as a relationship between “player action and system outcome”, where both are “discernable and integrated into the larger context of the game” (empahsis in the original; 34). Discernability in a game relates to being able to actually perceive whether an action had some sort of outcome; integration means that the action has consequences for later stages of play (35). I’m suggesting then that the game of reading landscapes would not stop at just reading some aspect of past human activity in the landscape. Rather, it would be framed as part of some game whereby it competes with other readings of the landscape, where the story of the landscape emerges from game play, through some process of physically annotating & crafting competing visions of the palimpsest.

In short, an augmented reality game.