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The concept of identity has attracted significant academic attention. This article unpacks what constitutes the Scouse identity, how it is constructed and its different dimensions, with particular reference to place, phonology and race . Its novelty lies in developing the underused concept of "sonic geography" to examine the extent to which sound, for example a distinctive accent and/or dialect, affects the construction of local identity. Empirically this is conducted through a detailed analysis of the Scouse, or Liverpudlian, identity. The article also deploys the concept of "sonic exclusion" to examine the role a distinguishing vernacular plays in shaping local identity and the extent to which it determines "who is in" and "who is out" as a Scouser. The conclusion is that an effective understanding of a Scouser is not only spatial – someone born in Liverpool – because the sonoric landscape of spoken Scouse, and thereby Scouse identity, extends beyond the contemporary political and geographic boundaries of the City of Liverpool.  相似文献   
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Examination of stone artefacts from Maiden Castle, Dorset, led to the identification of a Neolithic saddle-quern which originated in central Normandy. While stone axes from Brittany and jadeitite axes from the Alps have long been known from central southern England, the quern is the largest and heaviest Neolithic import yet identified. It has a bearing on the debate about indigenous or immigrant origins for the Neolithic, but also re-opens the question of the type of boat that plied the Channel at this early period. It is argued that logboats, for which there is evidence, should not be overlooked in favour of skin-boats for which there is none.
© 2009 The Authors  相似文献   
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In this editorial Bruno Latour reviews a debate on 'Perspectivism and animism' between Philippe Descola (College of France) and Eduardo Viveiros de Castro (National Museum of Rio de Janeiro), that took place at Maison Suger, Institute of Advanced Studies, Paris on 30 January 2009.  相似文献   
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Archaeology has been a persistent theme for video games, from the long-running Indiana Jones and Lara Croft franchises to more recent uses of archaeology in games like Destiny and World of Warcraft. In these games, archaeology is often portrayed as a search for treasure among lost worlds that leads to looting and the destruction of cultural heritage. In this article, we review the current state of archaeological video games, including mainstream and educational games. While this is not an exhaustive discussion, it provides an introduction and overview to the current landscape. We propose that an understanding of current popular archaeological video games is important to archaeologists for three reasons: (1) it is a source of potentially dangerous misconceptions about the discipline that must be addressed; (2) it can be a source of inspiration for funding and a means to recruit new students to the discipline; and (3) games can be leveraged as teaching moments in classrooms and public discussions. It is important that archaeologists recognize the ways the discipline is being portrayed in such public contexts, in order to maximize the potential benefit for archaeology and to prevent further misconceptions about the subject.  相似文献   
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