Academic literature on the topic 'Curiosities and wonders Collectors and collecting'

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Journal articles on the topic "Curiosities and wonders Collectors and collecting"

1

Jenkins, David. "Object Lessons and Ethnographic Displays: Museum Exhibitions and the Making of American Anthropology." Comparative Studies in Society and History 36, no. 2 (April 1994): 242–70. http://dx.doi.org/10.1017/s0010417500019046.

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In the early nineteenth century, many private, well-to-do persons collected rocks, minerals, fossils, insects, skeletons, animal skins, Indian artifacts, and so on, for their aesthetic appeal or mystical connotations. Their fragmentary and miscellaneous collections incited wonder and admiration in those privileged to see them while communicating a narrative of the prestige, esoteric knowledge, and adventurous spirit of the collector. Referring to aesthetic and mystical, rather than scientific criteria, collectors juxtaposed a seemingly incongruous hodge-podge of objects in their cabinets—armadillos and ostrich eggs, quartz crystals and rattlesnake rattles, for example. These collectors sought to celebrate the stability of their belief systems through the commonly understood marginality of the strange freaks and curiosities that sparked their imaginations. The rare, abnormal, bizarre, and the old were especially valued.
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Margócsy, Dániel. "Horses, Curiosities, and the Culture of Collection at Early Modern Germanic Courts." Renaissance Quarterly 74, no. 4 (2021): 1210–59. http://dx.doi.org/10.1017/rqx.2021.200.

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This article offers a new interpretation of the concept of wonder in early modern Europe by focusing on large collections. It shows that many princely Kunstkammern were located above stables, and argues that the horses downstairs and the curiosities upstairs performed similar roles in the courtly display of power. The size and design of stables shaped how curiosities were exhibited and viewed. These majestic buildings facilitated cursory viewing experiences of the assemblage of a great number of animals and objects. They did not necessarily encourage the detailed examination of particular and unique exhibits.
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Dall’Aglio, Stefano. "The great collector and his man in Rome." Journal of the History of Collections 32, no. 3 (December 12, 2019): 431–42. http://dx.doi.org/10.1093/jhc/fhz040.

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Abstract This article analyses the relationship between one of early modern Italy’s most illustrious collectors, Prince and Cardinal Leopoldo de’ Medici (1617–1675), and his principal agent in Rome, Ottavio Falconieri (1636–1675). It draws on an extraordinary new source: a volume containing 350 original letters sent by Leopoldo to Ottavio, never before seen by any other scholar. Letters written by Leopoldo are rare documents: they provide a unique insight into his expectations, instructions and reactions, showing the active role he always played in the collecting process. These new letters also demonstrate that Falconieri was far more than just an art agent: he was Leopoldo’s point of reference in Rome, a man with whom the cardinal shared many interests, ranging from literature to astronomy, from poetry to natural science, and Falconieri’s indefatigable collecting work went well beyond antiquities to include books, scientific instruments, curiosities and much more.
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Jarvis, Charles E. "‘The most common grass, rush, moss, fern, thistles, thorns or vilest weeds you can find’: James Petiver's plants." Notes and Records: the Royal Society Journal of the History of Science 74, no. 2 (November 27, 2019): 303–28. http://dx.doi.org/10.1098/rsnr.2019.0012.

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The dried plant specimens painstakingly acquired by the London apothecary James Petiver ( ca 1663–1718) from around the world constitute a substantial, but underappreciated, component of the vast herbarium of Sir Hans Sloane, now housed at London's Natural History Museum. Petiver was an observant field biologist whose own collecting was focused in south-east England. However, he also obtained specimens from an astoundingly wide geographical area via numerous collectors, more than 160 of whose names are known. While many were wild-collected, gardens in Great Britain and abroad also played a role in facilitating the study of the many new and strange exotics that were arriving in Europe. A new estimate of the number of specimens present in Petiver's herbarium suggests a figure of ca 21 000 gatherings. In this article, the appearance of the bound volumes, and the arrangement of the specimens within them, is assessed and contrasted with those volumes assembled by Leonard Plukenet and Hans Sloane. Petiver's published species descriptions and illustrations are shown to be frequently associated with extant specimens, letters and other manuscripts, making the whole a rich archive for the study of early modern collecting of natural curiosities at a time of increasing ‘scientific’ purpose.
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Kulakova, O. Yu. "Seashells in Dutch Still-Life Painting of the 17th Century." Art & Culture Studies, no. 2 (June 2021): 104–21. http://dx.doi.org/10.51678/2226-0072-2021-2-104-121.

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Dutch still-life is a distinctive cultural phenomenon of the 17th century. Collecting of rarities, curiosities, plants, paintings, sculptures and many other rare things was characteristic for that period. Seashells which were brought from the exotic countries attracted the attention and love of collectors and artists. J. Hoefnagel was one of the first who took an interest to seashells in the emblems. In the early Dutch flower still-life shells were found occasionally but from the beginning of the first quarter of the 17th century artists started to add these graceful creations almost into all compositions with flower bouquets and fruits. New type of still-life with seashells appeared abundantly in painting of Balthasar van der Ast, Jan Davidsz de Heеm, Abraham Beyeren, Willem Kalf and others. While the naturalism in still-life painting brought to the maximum, there was a problem of veracity in depicting shells in the engravings, for example, in Rembrandt’s work. This problem was eventually solved only in the second half of the 17th century, so engravings and zoological illustrations began to show the curl of the shells in its correct direction, exactly clockwise. This research poses problems of the appearance of shells as collectibles and Dutch still-life’ motifs, visual traditions and shells’ classification in the paintings. The article is relevant with interdisciplinary method; some mollusks zoological names with indication of their origin place are given; the cultural and historical context is generalized; the stylistic analysis takes into account the emblematics’ traditions.
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Wilson, Jason Anthony, and Jason Jacobs. "Obsolete." M/C Journal 12, no. 3 (July 15, 2009). http://dx.doi.org/10.5204/mcj.170.

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Obsolescence is most frequently talked about in relation to the history of technology. A still-common way of understanding modernity is as a linear succession of emerging technologies which supersede existing ones, and which are themselves, in time, made redundant. The cycle of novelty and obsolescence underpins a narrative including episodes of human invention, mastery and eventual technological failure. Nevertheless, it makes technologies themselves the subjects of history, rather than the human beings whose choices frame their contingent births, shapings, adoptions and uses. Many have pointed out the extent to which this simplifies history, but this has made precious little impact, if the way in which many writers treat digital communications technologies is any guide. Professional new media evangelists, including media and cultural theorists who subscribe to what Turner describes as an entrenched “digital orthodoxy”, are nowadays wont to describing mass media – including all broadcast and print media – as “heritage” media. This neat rhetorical trick confirms all remaining manifestations and uses of such media as remnants of the past in the present, as curiosities, even perhaps as impediments to the “imaginary futures” (Barbrook) regularly projected onto new technologies. On the other hand, similar assumptions underlie narratives of decline and decay which attach themselves to new media technologies. Thus we can understand laments for the lost qualities (and quality) of old media from writers such as Andrew Keen, which themselves shape self-interested pronouncements about the decadence of the new communications environment from the highest echelons of established media (Hartigan). A history of scholarship from media historians has worked to try to nuance the contours of this oldest of modern stories, and to complicate the relationship between modernity, technological obsolescence, and social reality. Brian Winston’s work has shown how messy the business of invention and adoption is. Caroline Marvyn’s book When Old Technologies Were New showed how durable are the terms in which we are invited to link new technologies with progress. Lisa Gitelman’s Always Already New shows how complexly interweaved our understanding of media history is with our own media use. Collections like New Media, 1740-1915 and Residual Media have offered a number of theoretical critiques and case-studies which show the contemporary persistence of old media, and the recurrence of simplifying, totalising rhetorics of media history. More specifically, work like Sterne’s shows how contemplating obsolescence can give us a way of thinking about the downside of media change in terms of the problem of ecological damage in the form of e-waste. Most importantly for us, though, are those who use the category of obsolescence as a way of understanding that in the forward march of modernity, there are losers as well as winners. Watkins links technological obsolescence with the production of certain people, certain segments of the population as obsolescent. For him, obsolescent people can be understood as engaged in a “useless survival”, and are linked with obsolete technologies. David Simon, the creator of the television series The Wire, which richly depicted the “useless survival” of the city of Baltimore and its civic institutions, recently put this same position bluntly, linking obsolescence with class and race in contemporary America: these really are the excess people in America, we – our economy doesn't need them. We don't need ten or 15 percent of our population. And certainly the ones that are undereducated, that have been ill served by the inner city school system, that have been unprepared for the technocracy of the modern economy... The people most affected by this are black and brown and poor. It's the abandoned inner cores of our urban areas. And we don't, as we said before, economically, we don't need those people. The American economy doesn't need them. So, as long as they stay in their ghettos, and they only kill each other, we're willing to pay a police presence to keep them out of our America. (Moyers) Five series of The Wire showed the incapacity of police, labour unions, the school system, civic government and newspapers in serving those people who Zygmunt Bauman calls “human waste”, those who are “redundant” in the new economy. The decline of manufacturing industries, rapid advances in the capacity of communication technologies, and the troubled business models of “old media” have advantaged those with the skills and capacity to become “network capitalists” (Bradwell & Reeves) in the information era, but they have turned whole cities into what Bauman calls “waste yards”, wherein industries, social infrastructures and entire neighbourhoods are antiquated, surplus to requirements. In The Wire, those who are shown to benefit most readily from the collapse of these economic and social forces, from the improvements in networked communications, and the globalisation of trade are those who sell the drugs which have turned Baltimore’s inner city into a free-fire zone. Obsolescence, then, is a category which allows us to think about the destruction, or “useless persistence”, of the people, patterns of life and territories which are imbricated with those technologies which are seen as being past their prime. It allows us to think about the power that accrues to “early adopters” as against those who are forced to “make do” with older technologies, and how that power is often implicated in already-existing patterns of social disadvantage – how it maps onto existing class structures, or the horizontal inequalities of geography. But we can also think of the ways in which obsolete technologies are recuperated and celebrated, whether by resistant consumers or “fans” of a particular technology, or by the process whereby yesterday's trash is historicised and aestheticisied by collectors, curators and scholars. We also might reflect on our own practice as academics. To what extent are our traditional patterns of work lubricated and enhanced by digital processes, or are they themselves artefacts of the past. This issue of M/C Journal offers some specific meditations on the theme of obsolescence. The first three pieces think reflexively about the processes by which academics are credentialised and published. In our first feature, John Hartley wonders whether the passing of the traditional, paper scholarly journal as the main means for academic publication and community-building might not irrevocably change and even damage collegiality, and the way in which we understand our fields. Kate Bowles replies to Hartley in a piece which originated as a peer review of his paper, and which is published here at the request of both authors. For Bowles, Hartley’s focus on e-publishing and the obsolescence of paper journals is potentially a distraction – the real concern is the way in which bureaucratic rationality threatens to push organic forms of collegial behaviour into the dustbin of history. Donna Lee Brien argues that the traditional PhD may be obsolete, and it must change to reflect the needs of students, new models of learning, and the employment marketplace. The second group of articles asks questions about the inevitability of obsolescence, and case-studies of users pushing back against the obsolescence of favoured machines. In our second feature, Greg Shapley offers an expansive critique of the most fundamental recent narrative of obsolescence, which relies on the dichotomy of the analogue and the digital, and the supplanting of one by the other. Shapley complicates our history by relating the odd story of the fax machine. Peter Thomas shows how Super 8 cannot be approached simply, lazily as a fetishised object of nostalgia. He shows how Super 8 continues in use as a specialised filmmaking stock, but that its most crucial textural characteristics have been lost in the transition from widespread amateur use to professional applications. Huh and Ackerman discuss the determined resistance by users of the HP200LX PDA device to the discontinuation of the device. Our third set of articles rethink approaches to a technological field in which cycles of novelty and obsolescent are notoriously swift and prominent – computer games. James Newman unleashes an impassioned polemic regarding the need to preserve and archive “obsolete” games as an element of Britain’s and the world’s cultural heritage. Thompson, McAllister and Ruggill use their own efforts at curation and preservation as the starting point for a theoretical meditation on the relationships between nostalgia, collection and obsolescence. Chris Moore asks whether new methods of digital distribution might ameliorate one of the more pernicious side-effects of the games industry’s relentless focus on novelty – e-waste. He looks at the online distribution platform Steam as a venue where both hardware and software obsolescence may be countered and complicated by weightless distribution and the “long tail” effect. While acknowledging continuing concerns with Steam – for example concerns about user privacy – Moore wonders whether online distribution might make the more wasteful aspects of structured obsolescence, well, obsolete. Together, these articles make a contribution to a reorientation that’s already underway in media and cultural studies. It’s arguable that cultural and media studies perennial fetishisation of “youth”, subcultural and the new have been intensified by the shift to a focus on new media technologies. Perhaps this has been at the expense of a focus on the old, the ordinary, and what happened the day before yesterday. (Driscoll and Gregg) A focus on obsolescence allows us to count the complex costs of our perennial impulse to novelty. It allows us to think through the series of revaluations that technologies typically undergo as they pass from being the newest thing, to junk, to collectable. It helps us to think about the relationships between technology use and the social position of users. We present this as the first step in our own effort to bring a greater focus to the issues thrown up when we think about the obsolete. We hope you will enjoy this issue when it’s new, and not discard it lightly when the next one comes along. References Acland, Charles, ed. Residual Media. Minneapolis: University of Minnesota Press, 2007. Barbrook, Richard. Imaginary Futures: From Thinking Machines to the Global Village. London: Pluto, 2007. Bauman, Zygmunt. Wasted Lives: Modernity and its Outcasts. London: John Wiley and Sons, 2003. Bradwell, Peter, and Richard Reeves. Network Citizens: Power and Responsibility at Work. London: Demos, 2009. Driscoll, Catherine, and Melissa Gregg. “The YouTube Generation: Moral Panic, Youth Culture and Internet Studies” in Usha Rodrigues (ed) Youth and Media in the Asia-Pacific Region. Cambridge: Cambridge Scholars Press. 2008. Gitelman, Lisa. Always Already New: Media, History and the Data of Culture. Boston: MIT Press. Hartigan, John. “John Hartigan address to the National Press Club.” news.com.au. 9 July 2009 ‹http://www.news.com.au/heraldsun/story/0,21985,25718006-661,00.html›. Keen, Andrew. The Cult of the Amateur: How Today's Internet is Killing Our Culture. New York: Doubleday, 2007. Marvin, Carolyn. When Old Technologies Were New: Rethinking Electric Communication in the Nineteenth Century. Oxford: OUP, 1990. Moyers, Bill. “David Simon: Transcript.” Bill Moyers Journal. 9 July 2009 ‹http://www.pbs.org/cove-media/http/PBS_CP_Bill_Moyers/58/1000/transcript1.html›. Sterne, Jonathan. “Out With the Trash: On the Future of New Media.” Residual Media. Ed Charles Acland. Minneapolis: University of Minnesota Press, 2007. Turner, Graeme. “Television and the Nation: Does This Matter Anymore?” Television Studies After TV. Ed Graeme Turner and Jinna Tay. London and New York: Routledge, 2009. Watkins, Evan. Throwaways: Work, Culture and Consumer Education. Stanford: Stanford University Press, 1993. Winston, Brian. Media, Technology and Society: A History: From the Telegraph to the Internet. New York and London: Routledge, 1998.
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Newman, James. "Save the Videogame! The National Videogame Archive: Preservation, Supersession and Obsolescence." M/C Journal 12, no. 3 (July 15, 2009). http://dx.doi.org/10.5204/mcj.167.

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Introduction In October 2008, the UK’s National Videogame Archive became a reality and after years of negotiation, preparation and planning, this partnership between Nottingham Trent University’s Centre for Contemporary Play research group and The National Media Museum, accepted its first public donations to the collection. These first donations came from Sony’s Computer Entertainment Europe’s London Studios who presented the original, pre-production PlayStation 2 EyeToy camera (complete with its hand-written #1 sticker) and Harmonix who crossed the Atlantic to deliver prototypes of the Rock Band drum kit and guitar controllers along with a slew of games. Since then, we have been inundated with donations, enquiries and volunteers offering their services and it is clear that we have exciting and challenging times ahead of us at the NVA as we seek to continue our collecting programme and preserve, conserve, display and interpret these vital parts of popular culture. This essay, however, is not so much a document of these possible futures for our research or the challenges we face in moving forward as it is a discussion of some of the issues that make game preservation a vital and timely undertaking. In briefly telling the story of the genesis of the NVA, I hope to draw attention to some of the peculiarities (in both senses) of the situation in which videogames currently exist. While considerable attention has been paid to the preservation and curation of new media arts (e.g. Cook et al.), comparatively little work has been undertaken in relation to games. Surprisingly, the games industry has been similarly neglectful of the histories of gameplay and gamemaking. Throughout our research, it has became abundantly clear that even those individuals and companies most intimately associated with the development of this form, do not hold their corporate and personal histories in the high esteem we expected (see also Lowood et al.). And so, despite the well-worn bluster of an industry that proclaims itself as culturally significant as Hollywood, it is surprisingly difficult to find a definitive copy of the boxart of the final release of a Triple-A title let alone any of the pre-production materials. Through our journeys in the past couple of years, we have encountered shoeboxes under CEOs’ desks and proud parents’ collections of tapes and press cuttings. These are the closest things to a formalised archive that we currently have for many of the biggest British game development and publishing companies. Not only is this problematic in and of itself as we run the risk of losing titles and documents forever as well as the stories locked up in the memories of key individuals who grow ever older, but also it is symptomatic of an industry that, despite its public proclamations, neither places a high value on its products as popular culture nor truly recognises their impact on that culture. While a few valorised, still-ongoing, franchises like the Super Mario and Legend of Zelda series are repackaged and (digitally) re-released so as to provide continuity with current releases, a huge number of games simply disappear from view once their short period of retail limelight passes. Indeed, my argument in this essay rests to some extent on the admittedly polemical, and maybe even antagonistic, assertion that the past business and marketing practices of the videogames industry are partly to blame for the comparatively underdeveloped state of game preservation and the seemingly low cultural value placed on old games within the mainstream marketplace. Small wonder, then, that archives and formalised collections are not widespread. However antagonistic this point may seem, this essay does not set out merely to criticise the games industry. Indeed, it is important to recognise that the success and viability of projects such as the NVA is derived partly from close collaboration with industry partners. As such, it is my hope that in addition to contributing to the conversation about the importance and need for formalised strategies of game preservation, this essay goes some way to demonstrating the necessity of universities, museums, developers, publishers, advertisers and retailers tackling these issues in partnership. The Best Game Is the Next Game As will be clear from these opening paragraphs, this essay is primarily concerned with ‘old’ games. Perhaps surprisingly, however, we shall see that ‘old’ games are frequently not that old at all as even the shiniest, and newest of interactive experiences soon slip from view under the pressure of a relentless industrial and institutional push towards the forthcoming release and the ‘next generation’. More surprising still is that ‘old’ games are often difficult to come by as they occupy, at best, a marginalised position in the contemporary marketplace, assuming they are even visible at all. This is an odd situation. Videogames are, as any introductory primer on game studies will surely reveal, big business (see Kerr, for instance, as well as trade bodies such as ELSPA and The ESA for up-to-date sales figures). Given the videogame industry seems dedicated to growing its business and broadening its audiences (see Radd on Sony’s ‘Game 3.0’ strategy, for instance), it seems strange, from a commercial perspective if no other, that publishers’ and developers’ back catalogues are not being mercilessly plundered to wring the last pennies of profit from their IPs. Despite being cherished by players and fans, some of whom are actively engaged in their own private collecting and curation regimes (sometimes to apparently obsessive excess as Jones, among others, has noted), videogames have, nonetheless, been undervalued as part of our national popular cultural heritage by institutions of memory such as museums and archives which, I would suggest, have largely ignored and sometimes misunderstood or misrepresented them. Most of all, however, I wish to draw attention to the harm caused by the videogames industry itself. Consumers’ attentions are focused on ‘products’, on audiovisual (but mainly visual) technicalities and high-definition video specs rather than on the experiences of play and performance, or on games as artworks or artefact. Most damagingly, however, by constructing and contributing to an advertising, marketing and popular critical discourse that trades almost exclusively in the language of instant obsolescence, videogames have been robbed of their historical value and old platforms and titles are reduced to redundant, legacy systems and easily-marginalised ‘retro’ curiosities. The vision of inevitable technological progress that the videogames industry trades in reminds us of Paul Duguid’s concept of ‘supersession’ (see also Giddings and Kennedy, on the ‘technological imaginary’). Duguid identifies supersession as one of the key tropes in discussions of new media. The reductive idea that each new form subsumes and replaces its predecessor means that videogames are, to some extent, bound up in the same set of tensions that undermine the longevity of all new media. Chun rightly notes that, in contrast with more open terms like multimedia, ‘new media’ has always been somewhat problematic. Unaccommodating, ‘it portrayed other media as old or dead; it converged rather than multiplied; it did not efface itself in favor of a happy if redundant plurality’ (1). The very newness of new media and of videogames as the apotheosis of the interactivity and multimodality they promise (Newman, "In Search"), their gleam and shine, is quickly tarnished as they are replaced by ever-newer, ever more exciting, capable and ‘revolutionary’ technologies whose promise and moment in the limelight is, in turn, equally fleeting. As Franzen has noted, obsolescence and the trail of abandoned, superseded systems is a natural, even planned-for, product of an infatuation with the newness of new media. For Kline et al., the obsession with obsolescence leads to the characterisation of the videogames industry as a ‘perpetual innovation economy’ whose institutions ‘devote a growing share of their resources to the continual alteration and upgrading of their products. However, it is my contention here that the supersessionary tendency exerts a more serious impact on videogames than some other media partly because the apparently natural logic of obsolescence and technological progress goes largely unchecked and partly because there remain few institutions dedicated to considering and acting upon game preservation. The simple fact, as Lowood et al. have noted, is that material damage is being done as a result of this manufactured sense of continual progress and immediate, irrefutable obsolescence. By focusing on the upcoming new release and the preview of what is yet to come; by exciting gamers about what is in development and demonstrating the manifest ways in which the sheen of the new inevitably tarnishes the old. That which is replaced is fit only for the bargain bin or the budget-priced collection download, and as such, it is my position that we are systematically undermining and perhaps even eradicating the possibility of a thorough and well-documented history for videogames. This is a situation that we at the National Videogame Archive, along with colleagues in the emerging field of game preservation (e.g. the International Game Developers Association Game Preservation Special Interest Group, and the Keeping Emulation Environments Portable project) are, naturally, keen to address. Chief amongst our concerns is better understanding how it has come to be that, in 2009, game studies scholars and colleagues from across the memory and heritage sectors are still only at the beginning of the process of considering game preservation. The IGDA Game Preservation SIG was founded only five years ago and its ‘White Paper’ (Lowood et al.) is just published. Surprisingly, despite the importance of videogames within popular culture and the emergence and consolidation of the industry as a potent creative force, there remains comparatively little academic commentary or investigation into the specific situation and life-cycles of games or the demands that they place upon archivists and scholars of digital histories and cultural heritage. As I hope to demonstrate in this essay, one of the key tasks of the project of game preservation is to draw attention to the consequences of the concentration, even fetishisation, of the next generation, the new and the forthcoming. The focus on what I have termed ‘the lure of the imminent’ (e.g. Newman, Playing), the fixation on not only the present but also the as-yet-unreleased next generation, has contributed to the normalisation of the discourses of technological advancement and the inevitability and finality of obsolescence. The conflation of gameplay pleasure and cultural import with technological – and indeed, usually visual – sophistication gives rise to a context of endless newness, within which there appears to be little space for the ‘outdated’, the ‘superseded’ or the ‘old’. In a commercial and cultural space in which so little value is placed upon anything but the next game, we risk losing touch with the continuities of development and the practices of play while simultaneously robbing players and scholars of the critical tools and resources necessary for contextualised appreciation and analysis of game form and aesthetics, for instance (see Monnens, "Why", for more on the value of preserving ‘old’ games for analysis and scholarship). Moreover, we risk losing specific games, platforms, artefacts and products as they disappear into the bargain bucket or crumble to dust as media decay, deterioration and ‘bit rot’ (Monnens, "Losing") set in. Space does not here permit a discussion of the scope and extent of the preservation work required (for instance, the NVA sets its sights on preserving, documenting, interpreting and exhibiting ‘videogame culture’ in its broadest sense and recognises the importance of videogames as more than just code and as enmeshed within complex networks of productive, consumptive and performative practices). Neither is it my intention to discuss here the specific challenges and numerous issues associated with archival and exhibition tools such as emulation which seek to rebirth code on up-to-date, manageable, well-supported hardware platforms but which are frequently insensitive to the specificities and nuances of the played experience (see Newman, "On Emulation", for some further notes on videogame emulation, archiving and exhibition and Takeshita’s comments in Nutt on the technologies and aesthetics of glitches, for instance). Each of these issues is vitally important and will, doubtless become a part of the forthcoming research agenda for game preservation scholars. My focus here, however, is rather more straightforward and foundational and though it is deliberately controversial, it is my hope that its casts some light over some ingrained assumptions about videogames and the magnitude and urgency of the game preservation project. Videogames Are Disappearing? At a time when retailers’ shelves struggle under the weight of newly-released titles and digital distribution systems such as Steam, the PlayStation Network, Xbox Live Marketplace, WiiWare, DSiWare et al bring new ways to purchase and consume playable content, it might seem strange to suggest that videogames are disappearing. In addition to what we have perhaps come to think of as the ‘usual suspects’ in the hardware and software publishing marketplace, over the past year or so Apple have, unexpectedly and perhaps even surprising themselves, carved out a new gaming platform with the iPhone/iPod Touch and have dramatically simplified the notoriously difficult process of distributing mobile content with the iTunes App Store. In the face of this apparent glut of games and the emergence and (re)discovery of new markets with the iPhone, Wii and Nintendo DS, videogames seem an ever more a vital and visible part of popular culture. Yet, for all their commercial success and seemingly penetration the simple fact is that they are disappearing. And at an alarming rate. Addressing the IGDA community of game developers and producers, Henry Lowood makes the point with admirable clarity (see also Ruggill and McAllister): If we fail to address the problems of game preservation, the games you are making will disappear, perhaps within a few decades. You will lose access to your own intellectual property, you will be unable to show new developers the games you designed or that inspired you, and you may even find it necessary to re-invent a bunch of wheels. (Lowood et al. 1) For me, this point hit home most persuasively a few years ago when, along with Iain Simons, I was invited by the British Film Institute to contribute a book to their ‘Screen Guides’ series. 100 Videogames (Newman and Simons) was an intriguing prospect that provided us with the challenge and opportunity to explore some of the key moments in videogaming’s forty year history. However, although the research and writing processes proved to be an immensely pleasurable and rewarding experience that we hope culminated in an accessible, informative volume offering insight into some well-known (and some less-well known) games, the project was ultimately tinged with a more than a little disappointment and frustration. Assuming our book had successfully piqued the interest of our readers into rediscovering games previously played or perhaps investigating games for the first time, what could they then do? Where could they go to find these games in order to experience their delights (or their flaws and problems) at first hand? Had our volume been concerned with television or film, as most of the Screen Guides are, then online and offline retailers, libraries, and even archives for less widely-available materials, would have been obvious ports of call. For the student of videogames, however, the choices are not so much limited as practically non-existant. It is only comparatively recently that videogame retailers have shifted away from an almost exclusive focus on new releases and the zeitgeist platforms towards a recognition of old games and systems through the creation of the ‘pre-owned’ marketplace. The ‘pre-owned’ transaction is one in which old titles may be traded in for cash or against the purchase of new releases of hardware or software. Surely, then, this represents the commercial viability of classic games and is a recognition on the part of retail that the new release is not the only game in town. Yet, if we consider more carefully the ‘pre-owned’ model, we find a few telling points. First, there is cold economic sense to the pre-owned business model. In their financial statements for FY08, ‘GAME revealed that the service isn’t just a key part of its offer to consumers, but its also represents an ‘attractive’ gross margin 39 per cent.’ (French). Second, and most important, the premise of the pre-owned business as it is communicated to consumers still offers nothing but primacy to the new release. That one would trade-in one’s old games in order to consume these putatively better new ones speaks eloquently in the language of obsolesce and what Dovey and Kennedy have called the ‘technological imaginary’. The wire mesh buckets of old, pre-owned games are not displayed or coded as treasure troves for the discerning or completist collector but rather are nothing more than bargain bins. These are not classic games. These are cheap games. Cheap because they are old. Cheap because they have had their day. This is a curious situation that affects videogames most unfairly. Of course, my caricature of the videogame retailer is still incomplete as a good deal of the instantly visible shopfloor space is dedicated neither to pre-owned nor new releases but rather to displays of empty boxes often sporting unfinalised, sometimes mocked-up, boxart flaunting titles available for pre-order. Titles you cannot even buy yet. In the videogames marketplace, even the present is not exciting enough. The best game is always the next game. Importantly, retail is not alone in manufacturing this sense of dissatisfaction with the past and even the present. The specialist videogames press plays at least as important a role in reinforcing and normalising the supersessionary discourse of instant obsolescence by fixing readers’ attentions and expectations on the just-visible horizon. Examining the pages of specialist gaming publications reveals them to be something akin to Futurist paeans dedicating anything from 70 to 90% of their non-advertising pages to previews, interviews with developers about still-in-development titles (see Newman, Playing, for more on the specialist gaming press’ love affair with the next generation and the NDA scoop). Though a small number of publications specifically address retro titles (e.g. Imagine Publishing’s Retro Gamer), most titles are essentially vehicles to promote current and future product lines with many magazines essentially operating as delivery devices for cover-mounted CDs/DVDs offering teaser videos or playable demos of forthcoming titles to further whet the appetite. Manufacturing a sense of excitement might seem wholly natural and perhaps even desirable in helping to maintain a keen interest in gaming culture but the effect of the imbalance of popular coverage has a potentially deleterious effect on the status of superseded titles. Xbox World 360’s magnificently-titled ‘Anticip–O–Meter’ ™ does more than simply build anticipation. Like regular features that run under headings such as ‘The Next Best Game in The World Ever is…’, it seeks to author not so much excitement about the imminent release but a dissatisfaction with the present with which unfavourable comparisons are inevitably drawn. The current or previous crop of (once new, let us not forget) titles are not simply superseded but rather are reinvented as yardsticks to judge the prowess of the even newer and unarguably ‘better’. As Ashton has noted, the continual promotion of the impressiveness of the next generation requires a delicate balancing act and a selective, institutionalised system of recall and forgetting that recovers the past as a suite of (often technical) benchmarks (twice as many polygons, higher resolution etc.) In the absence of formalised and systematic collecting, these obsoleted titles run the risk of being forgotten forever once they no longer serve the purpose of demonstrating the comparative advancement of the successors. The Future of Videogaming’s Past Even if we accept the myriad claims of game studies scholars that videogames are worthy of serious interrogation in and of themselves and as part of a multifaceted, transmedial supersystem, we might be tempted to think that the lack of formalised collections, archival resources and readily available ‘old/classic’ titles at retail is of no great significance. After all, as Jones has observed, the videogame player is almost primed to undertake this kind of activity as gaming can, at least partly, be understood as the act and art of collecting. Games such as Animal Crossing make this tendency most manifest by challenging their players to collect objects and artefacts – from natural history through to works of visual art – so as to fill the initially-empty in-game Museum’s cases. While almost all videogames from The Sims to Katamari Damacy can be considered to engage their players in collecting and collection management work to some extent, Animal Crossing is perhaps the most pertinent example of the indivisibility of the gamer/archivist. Moreover, the permeability of the boundary between the fan’s collection of toys, dolls, posters and the other treasured objects of merchandising and the manipulation of inventories, acquisitions and equipment lists that we see in the menus and gameplay imperatives of videogames ensures an extensiveness and scope of fan collecting and archival work. Similarly, the sociality of fan collecting and the value placed on private hoarding, public sharing and the processes of research ‘…bridges to new levels of the game’ (Jones 48). Perhaps we should be as unsurprised that their focus on collecting makes videogames similar to eBay as we are to the realisation that eBay with its competitiveness, its winning and losing states, and its inexorable countdown timer, is nothing if not a game? We should be mindful, however, of overstating the positive effects of fandom on the fate of old games. Alongside eBay’s veneration of the original object, p2p and bittorrent sites reduce the videogame to its barest. Quite apart from the (il)legality of emulation and videogame ripping and sharing (see Conley et al.), the existence of ‘ROMs’ and the technicalities of their distribution reveals much about the peculiar tension between the interest in old games and their putative cultural and economic value. (St)ripped down to the barest of code, ROMs deny the gamer the paratextuality of the instruction manual or boxart. In fact, divorced from its context and robbed of its materiality, ROMs perhaps serve to make the original game even more distant. More tellingly, ROMs are typically distributed by the thousand in zipped files. And so, in just a few minutes, entire console back-catalogues – every game released in every territory – are available for browsing and playing on a PC or Mac. The completism of the collections allows detailed scrutiny of differences in Japanese versus European releases, for instance, and can be seen as a vital investigative resource. However, that these ROMs are packaged into collections of many thousands speaks implicitly of these games’ perceived value. In a similar vein, the budget-priced retro re-release collection helps to diminish the value of each constituent game and serves to simultaneously manufacture and highlight the manifestly unfair comparison between these intriguingly retro curios and the legitimately full-priced games of now and next. Customer comments at Amazon.co.uk demonstrate the way in which historical and technological comparisons are now solidly embedded within the popular discourse (see also Newman 2009b). Leaving feedback on Sega’s PS3/Xbox 360 Sega MegaDrive Ultimate Collection customers berate the publisher for the apparently meagre selection of titles on offer. Interestingly, this charge seems based less around the quality, variety or range of the collection but rather centres on jarring technological schisms and a clear sense of these titles being of necessarily and inevitably diminished monetary value. Comments range from outraged consternation, ‘Wtf, only 40 games?’, ‘I wont be getting this as one disc could hold the entire arsenal of consoles and games from commodore to sega saturn(Maybe even Dreamcast’ through to more detailed analyses that draw attention to the number of bits and bytes but that notably neglect any consideration of gameplay, experientiality, cultural significance or, heaven forbid, fun. “Ultimate” Collection? 32Mb of games on a Blu-ray disc?…here are 40 Megadrive games at a total of 31 Megabytes of data. This was taking the Michael on a DVD release for the PS2 (or even on a UMD for the PSP), but for a format that can store 50 Gigabytes of data, it’s an insult. Sega’s entire back catalogue of Megadrive games only comes to around 800 Megabytes - they could fit that several times over on a DVD. The ultimate consequence of these different but complementary attitudes to games that fix attentions on the future and package up decontextualised ROMs by the thousand or even collections of 40 titles on a single disc (selling for less than half the price of one of the original cartridges) is a disregard – perhaps even a disrespect – for ‘old’ games. Indeed, it is this tendency, this dominant discourse of inevitable, natural and unimpeachable obsolescence and supersession, that provided one of the prime motivators for establishing the NVA. As Lowood et al. note in the title of the IGDA Game Preservation SIG’s White Paper, we need to act to preserve and conserve videogames ‘before it’s too late’.ReferencesAshton, D. ‘Digital Gaming Upgrade and Recovery: Enrolling Memories and Technologies as a Strategy for the Future.’ M/C Journal 11.6 (2008). 13 Jun 2009 ‹http://journal.media-culture.org.au/index.php/mcjournal/article/viewArticle/86›.Buffa, C. ‘How to Fix Videogame Journalism.’ GameDaily 20 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/how-to-fix-videogame-journalism/69202/?biz=1›. ———. ‘Opinion: How to Become a Better Videogame Journalist.’ GameDaily 28 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-how-to-become-a-better-videogame-journalist/69236/?biz=1. ———. ‘Opinion: The Videogame Review – Problems and Solutions.’ GameDaily 2 Aug. 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-the-videogame-review-problems-and-solutions/69257/?biz=1›. ———. ‘Opinion: Why Videogame Journalism Sucks.’ GameDaily 14 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-why-videogame-journalism-sucks/69180/?biz=1›. Cook, Sarah, Beryl Graham, and Sarah Martin eds. Curating New Media, Gateshead: BALTIC, 2002. Duguid, Paul. ‘Material Matters: The Past and Futurology of the Book.’ In Gary Nunberg, ed. The Future of the Book. Berkeley, CA: University of California Press, 1996. 63–101. French, Michael. 'GAME Reveals Pre-Owned Trading Is 18% of Business.’ MCV 22 Apr. 2009. 13 Jun 2009 ‹http://www.mcvuk.com/news/34019/GAME-reveals-pre-owned-trading-is-18-per-cent-of-business›. Giddings, Seth, and Helen Kennedy. ‘Digital Games as New Media.’ In J. Rutter and J. Bryce, eds. Understanding Digital Games. London: Sage. 129–147. Gillen, Kieron. ‘The New Games Journalism.’ Kieron Gillen’s Workblog 2004. 13 June 2009 ‹http://gillen.cream.org/wordpress_html/?page_id=3›. Jones, S. The Meaning of Video Games: Gaming and Textual Strategies, New York: Routledge, 2008. Kerr, A. The Business and Culture of Digital Games. London: Sage, 2006. Lister, Martin, John Dovey, Seth Giddings, Ian Grant and Kevin Kelly. New Media: A Critical Introduction. London and New York: Routledge, 2003. Lowood, Henry, Andrew Armstrong, Devin Monnens, Zach Vowell, Judd Ruggill, Ken McAllister, and Rachel Donahue. Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. Monnens, Devin. ‘Why Are Games Worth Preserving?’ In Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. ———. ‘Losing Digital Game History: Bit by Bit.’ In Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. Newman, J. ‘In Search of the Videogame Player: The Lives of Mario.’ New Media and Society 4.3 (2002): 407-425.———. ‘On Emulation.’ The National Videogame Archive Research Diary, 2009. 13 June 2009 ‹http://www.nationalvideogamearchive.org/index.php/2009/04/on-emulation/›. ———. ‘Our Cultural Heritage – Available by the Bucketload.’ The National Videogame Archive Research Diary, 2009. 10 Apr. 2009 ‹http://www.nationalvideogamearchive.org/index.php/2009/04/our-cultural-heritage-available-by-the-bucketload/›. ———. Playing with Videogames, London: Routledge, 2008. ———, and I. Simons. 100 Videogames. London: BFI Publishing, 2007. Nutt, C. ‘He Is 8-Bit: Capcom's Hironobu Takeshita Speaks.’ Gamasutra 2008. 13 June 2009 ‹http://www.gamasutra.com/view/feature/3752/›. Radd, D. ‘Gaming 3.0. Sony’s Phil Harrison Explains the PS3 Virtual Community, Home.’ Business Week 9 Mar. 2007. 13 June 2009 ‹http://www.businessweek.com/innovate/content/mar2007/id20070309_764852.htm?chan=innovation_game+room_top+stories›. Ruggill, Judd, and Ken McAllister. ‘What If We Do Nothing?’ Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009. ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. 16-19.
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Dissertations / Theses on the topic "Curiosities and wonders Collectors and collecting"

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Mitchell, Sarah. "The Kunstkammer object in seventeenth-century Salzburg : a case study, early modern collections, transformation and materiality." Thesis, McGill University, 2005. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=83130.

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The phenomenon of princely and scientific collections that proliferated in Europe during the sixteenth and seventeenth centuries has become an important focus for modern historical analysis. These collections provide a microcosm of contemporary political, economic and philosophical ideas, often characterized by geographical and cultural differences. The mid-seventeenth century Kunst- and Wunderkammer studied here, instituted by the archbishops of Salzburg, brings forward themes sometimes neglected in the literature. The archbishops' collection was part of broader efforts to reinvent the city of Salzburg as a representation of both sacred and secular authority. Strategies for significant display were derived from religious and imperial ritual, drawing on the potential of objects as signifiers. In this context, I also examine some of the debates within the literature on princely and scientific collections, where the study of wonder and science begins to merge in cross-disciplinary scholarship. Finally, I highlight the role of transformation and materiality in these collections to argue that the act of collecting objects and the act of making were imbricated in the process of self-definition. Within themes of technology and process, I investigate the pursuit of creating Kunstkammer objects, as well as the business of their display and use in diplomacy.
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Rawson, Helen C. "Treasures of the University : an examination of the identification, presentation and responses to artefacts of significance at the University of St Andrews, from 1410 to the mid-19th century, with an additional consideration of the development of the portrait collection to the early 21st century." Thesis, University of St Andrews, 2010. http://hdl.handle.net/10023/990.

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Since its foundation between 1410 and 1414 the University of St Andrews has acquired what can be considered to be ‘artefacts of significance’. This somewhat nebulous phrase is used to denote items that have, for a variety of reasons, been deemed to have some special import by the University, and have been displayed or otherwise presented in a context in which this status has been made apparent. The types of artefacts in which particular meaning has been vested during the centuries under consideration include items of silver and gold (including the maces, sacramental vessels of the Collegiate Church of St Salvator, collegiate plate and relics of the Silver Arrow archery competition); church and college furnishings; artworks (particularly portraits); sculpture; and ethnographic specimens and other items described in University records as ‘curiosities’ held in the University Library from c. 1700-1838. The identification of particular artefacts as significant for certain reasons in certain periods, and their presentation and display, may to some extent reflect the University's values, preoccupations and aspirations in these periods, and, to some degree, its identity. Consciously or subconsciously, the objects can be employed or operate as signifiers of meaning, representing or reflecting matters such as the status, authority and history of the University, its breadth of learning and its interest and influence in spheres from science, art and world cultures to national affairs. This thesis provides a comprehensive examination of the growth and development of the University's holdings of 'artefacts of significance' from its foundation to the mid-19th century, and in some cases (especially portraits) beyond this date. It also offers insights into how the University viewed and presented these items and what this reveals about the University of St Andrews, its identity, which changed and developed as the living institution evolved, and the impressions that it wished to project.
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Books on the topic "Curiosities and wonders Collectors and collecting"

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Cabinet of curiosities: Collecting and understanding the wonders of the natural world. New York: Workman Publishing Company, Incorporated, 2015.

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Carré Sainte Anne (Montpellier, France), ed. L'oeil & le coeur: Curiosités & chefs-d'oeuvre dans les collections montpelliéraines. Montreuil: LienArt, 2012.

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Curiosities and texts: The culture of collecting in early modern England. Philadelphia: University of Pennsylvania Press, 2001.

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Praze, Uměleckoprůmyslové muzeum v. Kabinety umení a kuriosit: Pět století sběratelství uměleckého řemesla : Císařská Konírna Pražského Hradu, od 20. prosince 1995 do 28. dubna 1996 = Cabinets of arts and curiosities : five centuries of arts and crafts collecting : the Imperial Stable in the Prague Castle, from 20 December 1995 to 28 March 1996. Prague: Správa Pražského Hradu, Uměleckoprůmyslové Muzeum v Praze = The Prague Castle Management, Museum of Decorative Arts in Prague, 1995.

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Collectors and curiosities: Paris and Venice 1500-1800. Cambridge, U.K: Polity Press, 1990.

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The room of wonders. New York: Farrar, Straus and Giroux, 2005.

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Cabinets of curiosities: A passion for collecting. New York: Abrams, 2012.

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Cabinets of curiosities. New York: Thames & Hudson, 2002.

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Gurvis, Sandra. America's strangest museums: A traveler's guide to the most unusual and eccentric collections. Secaucus, N.J: Carol Pub. Group, 1996.

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Cabinets of curiosities. New York: Thames & Hudson, 2011.

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Book chapters on the topic "Curiosities and wonders Collectors and collecting"

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Pellegrini, Emanuele. "The Last Wunderkammer : Curiosities in Private Collections between the Nineteenth and Twentieth Centuries." In Ephemeral Spectacles, Exhibition Spaces and Museums. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463720908_ch09.

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In his description of the magnificent Vanderbilt collection located on Fifth Avenue in New York, Earl Shinn pointed out the presence of a medieval Venetian ivory casket in the Japanese parlor. Wonder serves as the guiding principle for the display of objects selected according to their provenance and for their very different chronologies. In this context, eclecticism concerns more than a mere display of heterogeneous artifacts, it is a way to create resplendent interiors and to allow visitors sink into a sense of wonder. This chapter reconsiders the key concepts of curiosity and eclecticism, not just as a fashion or as display modes, but as new steps in the long-term history of the Wunderkammer.
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Holt, Frank L. "The Second Wave." In When Money Talks, 75–88. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780197517659.003.0005.

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Renaissance antiquarians relied heavily upon coins to reconnect with the Classical world. Popes and princes became avid collectors, stocking their Kunstkammern (cabinets of curiosities) with thousands of numismatic treasures. Collecting led to cataloguing and research, but also to the production of forgeries and fantasy coins to feed the antiquities market and to fill the gaps of history. Books showcased imagined coin portraits of every notable figure beginning with Adam and Eve. This preoccupation with portraiture abetted the use of physiognomy by numismatists, who sought psychological insights from the images of Cleopatra, Alexander the Great, Nero, and others depicted on coins. The efforts of numismatists such as Joseph Eckhel to collect and classify all known ancient coin-types, numbering in the tens of thousands, eventually made it impossible for a single individual to comprehend all of numismatics.
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Nowakowski, Wojciech. "Die ostpreußischen Sammlungen der »vaterländischen Alterthümer« im 18 Jh." In Collecting Antiquities from the Middle Ages to the End of the Nineteenth Century: Proceedings of the International Conference Held on March 25-26, 2021 at the Wrocław University Institute of Art History, 163–78. Ksiegarnia Akademicka Publishing, 2021. http://dx.doi.org/10.12797/9788381385862.07.

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COLLECTIONS OF ‘HOMELANDS ANTIQUITIES’ FROM EAST PRUSSIA IN 18TH CENTURY In the 18th century the interest in archaeology in East Prussia had grown incredibly. Thus, there was a great development of archaeological collections, even if the collecting was not understood as assembly of “national antiquities”, but rather as gathering the curiosities, testifying an attractiveness of a particular parish or communes. A special role played the clergymen who had the frequent contacts with peasants finding archeological relics accidentally, during the field works. One of the most outstanding collectors was Georg Andreas Helwing, a longtime parish priest in Węgobork (Angerburg). After his death his huge collection was mostly dispersed, although it can be assumed that some of the items were inherited by Ludwig Jakob Pisanski, his grandson and successors in the parish at once. This collection had an exceptional scientific value – later sold in Berlin, became a core of archaeological museum created in the 1830s. Even if other contemporary collections were not so spectacular, they are still a valuable witness of archaeological discoveries at that time.
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Fagan, Brian. "The Antiquarians." In From Stonehenge to Samarkand. Oxford University Press, 2006. http://dx.doi.org/10.1093/oso/9780195160918.003.0005.

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“Time we may comprehend,” wrote the English physician Sir Thomas Browne in 1643. “’Tis but five days older than ourselves.” Browne’s view of the past encompassed the Greeks and Romans and a humankind created by God in the Old Testament. Also in the seventeenth century, Archbishop James Ussher of Armagh in Ireland used the long genealogies in the Scriptures to calculate that the world had been created on the evening of October 22, 4004 B.C. Thus, according to Christian dogma, the entire span of human existence was a mere six thousand years. After the collapse of the Roman Empire, the study of the past fell into oblivion. Babylon reverted to desert; Petra slumbered in its secluded canyon. Ancient ruins of any kind were a curiosity, often thought to be the work of giants. With the Renaissance came a renewed interest in classical learning and in the remains of ancient civilizations. Thomas Browne and his English contemporaries were steeped in knowledge of ancient Greece and Rome. The Renaissance was an age of collectors and scholars, of acquisitive cardinals and nobles who flocked to Mediterranean lands and returned laden with antiquities for their private collections and for what were then known as “cabinets of curiosities.” Soon, a stream of young travelers followed in their footsteps to Italy, taking what became known as the “grand tour” as part of their education (see Chapter 3). Such often frivolous travelers became the first archaeological tourists, but not necessarily the most perceptive. By 1550, it was fashionable to be an antiquary, a collector or student of ancient things. But only the wealthiest traveler could afford a grand tour and could pay for classical treasures. The less affluent indulged their passion for the past at home, collecting Roman coins and inscriptions and, above all, traveling the countryside in pursuit of what the English schoolmaster William Camden (1551–1623) called “the backward-looking curiosity.” This open-ended inquisitiveness took Camden and his contemporaries to eroded burial mounds on windy uplands, to ancient fortifications in Denmark, and to the mysterious stone circles known as Stonehenge.
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