Public representation of archaeology has always been held as a point of contention, particularly when it involves fictional representations. My research focuses on representations of archaeology and the human past in fiction. This paper will discuss the archaeological representations within the world of Star Wars that demonstrate how the public views the past, and how those representations utilized diversity and used various forms of storytelling to create the past. These representations are all visual and were analysed by comparison to other visual images of archaeology, such as in museums or past media, and with visual analytical tools as suggested by Stephanie Moser (2001) to study archaeological representations. This paper focused on the video game, Star Wars – Jedi: Fallen Order (2019), which allowed the player to encounter the past, and the television show Star Wars: Rebels (2014–2018), which created a new empathy for a previously disenfranchised minority. Of these, select examples were chosen to demonstrate how Star Wars uses the past and gives voices to the past in ways others have not historically. The pieces of those representations that did so best were used to demonstrate how diversity is approached by the public and how unique storytelling methods are used to approach otherwise difficult topics. This paper seeks to look for ways in which those storytelling methods could be used in archaeological representations to better portray the past and create space for empathy and experience.

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Archaeological Representations of Visual Fiction: The Past as Represented in Star Wars

  • Karissa Annis

摘要

Public representation of archaeology has always been held as a point of contention, particularly when it involves fictional representations. My research focuses on representations of archaeology and the human past in fiction. This paper will discuss the archaeological representations within the world of Star Wars that demonstrate how the public views the past, and how those representations utilized diversity and used various forms of storytelling to create the past. These representations are all visual and were analysed by comparison to other visual images of archaeology, such as in museums or past media, and with visual analytical tools as suggested by Stephanie Moser (2001) to study archaeological representations. This paper focused on the video game, Star Wars – Jedi: Fallen Order (2019), which allowed the player to encounter the past, and the television show Star Wars: Rebels (2014–2018), which created a new empathy for a previously disenfranchised minority. Of these, select examples were chosen to demonstrate how Star Wars uses the past and gives voices to the past in ways others have not historically. The pieces of those representations that did so best were used to demonstrate how diversity is approached by the public and how unique storytelling methods are used to approach otherwise difficult topics. This paper seeks to look for ways in which those storytelling methods could be used in archaeological representations to better portray the past and create space for empathy and experience.