“Simulation Fever” and the Ethics of the Replayable Archive
Monday, January 15th, 2007Abstract
Because the form of any given archive structures its effects and content, changing methods of knowledge preservation and dissemination demand particular attention. In October of 2006, the MacArthur foundation announced a $240,000 grant given to the University of Indiana to create a massively multiplayer online game, Arden: The World of Shakespeare. Given that the MacArthur foundation’s purpose is to “investigate the role and impact of digital media and technology, and to seek out the implications on our schools, institutions, families, and democracy,” one has to wonder how creating an immersive Shakespeare world fosters this goal. On the one hand, this project would appear to be nothing specifically new: historical re-enactments and recreations have long been a part of how public memory is created and preserved. But on the other hand, the digitalization of this type of historical re-presentation points to a differently framed set of concerns: What do we preserve? How much agency should “players” have? And, perhaps most importantly and given the increasing fascination with such a projected world, what role do these simulations have in the construction of a public memory? For, if one can re-create the literary world of Shakespeare, are we really that far from Surviving in Auschwitz: the online game? And if these types of games seem almost inevitable, what are the broader effects of such simulation-representations on how we archive knowledge?





