For most of its modern history, archaeology has spoken to the public through glass cases, wall texts, and the careful choreography of museum lighting. Even when screens arrived, the story rarely changed. The past remained something to be looked at, not inhabited.
That division is starting to erode. A recent experiment1 led by Scandinavian archaeologists suggests that building a playable Stone Age world is no longer the exclusive domain of commercial studios with million-dollar budgets. With a laptop, free software, and large language models, archaeologists themselves are beginning to script, stage, and test the past as an interactive experience.
The implications extend well beyond education or outreach. They touch the core of how archaeological knowledge is assembled, revised, and shared.
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