The text focuses on materiality and material culture, which subsumes the "things" we have, hold, use, and exchange in the course of our lives. Consider the existence of virtual worlds-Fortnite, Minecraft, Worlds of Warcraft, even Bitcoins-that are distinctly non-physical, non-material, and yet each one has within it a very real kind of materiality. It is possible to purchase special credits or things as part of a virtual world or game, and Bitcoin, the invention of an anonymous individual, has gradually become a means by which physical objects can in fact be purchased. How can we evaluate these "things" as material culture? What might some of the implications for future archaeologists be who "excavate" a virtual space?
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