Video Game Archaeology as Hauntological Practice: A Collaborative Autoethnography in Elden Ring Shadow of the Erdtree

Video game archaeology is a relatively new field. This can involve studying players through the traces they leave in digital game worlds, though only limited work of this kind exists. Furthermore, the potential of these methods to record ephemeral play experiences for preservation purposes has not been widely explored. We conducted an archaeological survey of five sites in Elden Ring, taking place directly before, during and after the release of a major expansion. We present what is, to our knowledge, the first collaborative autoethnography of an archaeological survey in a video game, reflecting on our recorded footage, notes and data. Through a diffractive analysis, we demonstrate the value of video game archaeology as a form of hauntological practice that allows for a deeper reflection on the knowledge production process, and in doing so contribute to the development of new interdisciplinary methodologies in HCI, archaeology and games research.

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Publication Details

Published
2026-04-13
DOI
https://doi.org/10.1145/3772318.3791526
Citations
1
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00

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article

Video Game Archaeology as Hauntological Practice: A Collaborative Autoethnography in Elden Ring Shadow of the Erdtree

Florence Smith Nicholls, Michael Cook
1 citations
Digital Games and Media
article

Video Game Archaeology as Hauntological Practice: A Collaborative Autoethnography in Elden Ring Shadow of the Erdtree

Florence Smith Nicholls, Michael Cook
article en
1 citations

Abstract

Video game archaeology is a relatively new field. This can involve studying players through the traces they leave in digital game worlds, though only limited work of this kind exists. Furthermore, the potential of these methods to record ephemeral play experiences for preservation purposes has not been widely explored. We conducted an archaeological survey of five sites in Elden Ring, taking place directly before, during and after the release of a major expansion. We present what is, to our knowledge, the first collaborative autoethnography of an archaeological survey in a video game, reflecting on our recorded footage, notes and data. Through a diffractive analysis, we demonstrate the value of video game archaeology as a form of hauntological practice that allows for a deeper reflection on the knowledge production process, and in doing so contribute to the development of new interdisciplinary methodologies in HCI, archaeology and games research.

Queen Mary University of London (GB), King's College London (GB)
Engineering and Physical Sciences Research Council
Openalex Percentile: Top 14%
Digital Games and Media
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