
Machine-Created Culture
Essays on the Archaeology of Digital Things and Places
Andrew Reinhard(Author)
Berghahn Books (Publisher)
Published on 1. July 2024
Book
Hardback
136 pages
978-1-80539-570-6 (ISBN)
Description
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.
More details
Series
Language
English
Place of publication
Oxford
United Kingdom
Target group
College/higher education
Professional and scholarly
Product notice
Library binding
Illustrations
Bibliography; Index
Dimensions
Height: 235 mm
Width: 157 mm
Thickness: 12 mm
Weight
367 gr
ISBN-13
978-1-80539-570-6 (9781805395706)
DOI
10.3167/9781805395706
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

E-Book
07/2024
1st Edition
Berghahn Books
€19.49
Available for download

E-Book
07/2024
1st Edition
Berghahn Books
€19.49
Available for download
Person
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.
Content
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
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