Crafted Worlds, Imagined Pasts

Fantasy, Gaming and Archaeology

Authors

  • Julia Rawcliffe
  • Andrew Richardson Isle Heritage CIC

DOI:

https://doi.org/10.31265/9w8p0q36

Keywords:

Archaeology, Gaming, Fantasy

Abstract

Since the 1970s, fantasy gaming has grown from a small niche hobby to a global multi-billion-dollar industry. Whether played around a tabletop or online, millions of people, including many archaeologists, immerse themselves in imagined worlds or pasts during their spare time. There is no doubt such games provide much-needed enjoyment and escapism for their players. But do some of them also hold the potential to yield real insights into past societies, and can they help us get just a little closer to the lived experiences of our ancestors and the societies and worlds they inhabited? The modern gaming hobby and industry may be a very recent phenomenon, but the human imagination, and mythologies and cosmologies that include the fantastic, are ancient aspects of the human condition; does the fantasy genre, and roleplaying games specifically, have the potential to provide genuine insights into the past?

This paper explores such questions. It considers both the value of gaming for those already engaged in the serious study of the past, as well as the potential that the hobby offers as a gateway to an interest in archaeology and history for the millions of gamers worldwide.

References

Aubert, Maxime, Rustan Lebe, Adhi Agus Oktaviana, Muhammad Tang, Basran Burhan, Hamrullah, Andi Jusdi, et al. 2019. "Earliest hunting scene in prehistoric art." Nature 576: 442-45. https://doi.org/10.1038/s41586-019-1806-y

Bates, Brian. 2002. Te Real Middle Earth: Magic and Mystery in the Dark Ages. London: Sidgwick and Jackson.

Berlin, Isaiah. 2016. Te Crooked Timber of Humanity. Princeton: Princeton University Press.

Finkel, Irving L. 2007. "On the Royal Game of Ur" In Ancient Board Games in Perspective, edited by Irving L. Finkel, 16-32. London: British Museum Press.

Hall, Mark A. and Katherine Forsyth. 2011. "Roman rules? Te introduction of board games to Britain and Ireland." Antiquity 85 (330), 1325-38. https://doi.org/10.1017/S0003598X00062086

Murray, Harold J.R. 1951. A history of board games other than chess. Oxford: Clarendon Press.

Palaus, Marc, Elena M. Marron, Raquel Viejo-Sobera and Diego Redolar-Ripoll. 2017. "Neural Basis of Video Gaming: A Systematic Review." Frontiers in Human Neuroscience 11:1-40. https://doi.org/10.3389/fnhum.2017.00248

Parlett, David. 1999. Te Oxford History of Board Games. Oxford: Oxford University Press.

Ree, Benjamin (director). 2024. The Remarkable Life of Ibelin [Film]. Norway: Netflix.

Reinhard, Andrew. 2018. Archaeogaming: An Introduction to Archaeology In and Of Video Games. New York: Berghahn Books. https://doi.org/10.2307/j.ctvw04bb5

Staford, Greg and Richard, Jef. 2018. Glorantha Sourcebook. Moon Design Publications.

Staford, Greg, Richard, Jef and Sandy Petersen. 2014, Guide to Glorantha. Two volumes. Moon Design Publications.

Downloads

Published

2026-02-04

How to Cite

Crafted Worlds, Imagined Pasts: Fantasy, Gaming and Archaeology. (2026). AmS-Skrifter, 29, 221-230. https://doi.org/10.31265/9w8p0q36