The origins of warfare have long been of interest for researchers across disciplines. Did our earliest ancestors engage in forms of organized violence that are appropriately viewed as approximations, forms of, or analogs for more recent forms of warfare? Assessed in this article are contrasting views that see warfare as being either a product of more recent human societies or a phenomenon with a much deeper chronology. The article provides an overview of current debates, theories, and methodological approaches, citing literature and data from archaeological, ethnographic, genetic, primatological, and paleoanthropological studies. Synthetic anthropological treatments are needed, especially in efforts to inform debates among nonacademic audiences, because the discipline's approaches are ideally suited to study the origins of warfare. Emphasized is the need to consider possible forms of violence and intergroup aggression within Pleistocene contexts, despite the methodological challenges associated with fragmentary, equivocal, or scarce data. Finally, the review concludes with an argument about the implications of the currently available data. We propose that socially cooperative violence, or “emergent warfare,” became possible with the onset of symbolic thought and complex cognition. Viewing emergent warfare as a byproduct of the human capacity for symbolic thought explains how the same capacities for communication and sociality allowed for elaborate peacemaking, conflict resolution, and avoidance. Cultural institutions around war and peace are both made possible by these changes. Accordingly, we suggest that studies on warfare's origins should be tied to research on the advent of cooperation, sociality, and communication.
A distinctive aspect of human behaviour is the ability to think symbolically. However, tracking the origin of this capability is controversial. From a Peircean perspective, to know if something truly is a symbol we need to know the cultural context in which it was created. Rather than initially asking if materials are symbols/symbolic, we offer that it is more salient to ask how they functioned as signs. Specifically we argue that using the Peircean distinction between qualisigns, sinsigns and legisigns provides support for this endeavour. The ‘flickering’ of early symbolic behaviour (the sporadic occurrences of objects with embedded social meanings in the Pleistocene archaeological record) can best be seen as sinsigns, whereas sites that show long-term presence of such materials are demonstrating the presence of legisigns: the codification of ideas. To illustrate this approach, we apply these ideas to three classes of artefacts, demonstrating how this system can address issues of relevance to palaeoanthropologists and archaeologists who often fetishize the symbolic as the one ability that makes us human.
Contemporary understandings of paleoanthropological data illustrate that the search for a line defining, or a specific point designating, “modern human” is problematic. Here we lend support to the argument for the need to look for patterns in the paleoanthropological record that indicate how multiple evolutionary processes intersected to form the human niche, a concept critical to assessing the development and processes involved in the emergence of a contemporary human phenotype. We suggest that incorporating key elements of the Extended Evolutionary Synthesis (EES) into our endeavors offers a better and more integrative toolkit for modeling and assessing the evolution of the genus Homo. To illustrate our points, we highlight how aspects of the genetic exchanges, morphology, and material culture of the later Pleistocene complicate the concept of “modern” human behavior and suggest that multiple evolutionary patterns, processes, and pathways intersected to form the human niche.
March Mammal Madness is a science outreach project that, over the course of several weeks in March, reaches hundreds of thousands of people in the United States every year. We combine four approaches to science outreach – gamification, social media platforms, community event(s), and creative products – to run a simulated tournament in which 64 animals compete to become the tournament champion. While the encounters between the animals are hypothetical, the outcomes rely on empirical evidence from the scientific literature. Players select their favored combatants beforehand, and during the tournament scientists translate the academic literature into gripping “play-by-play” narration on social media. To date ~1100 scholarly works, covering almost 400 taxa, have been transformed into science stories. March Mammal Madness is most typically used by high-school educators teaching life sciences, and we estimate that our materials reached ~1% of high-school students in the United States in 2019. Here we document the intentional design, public engagement, and magnitude of reach of the project. We further explain how human psychological and cognitive adaptations for shared experiences, social learning, narrative, and imagery contribute to the widespread use of March Mammal Madness.
SignificanceRecent views on violence emphasize the decline in proportions of war groups and casualties to populations over time and conclude that past small-scale societies were more violent than contemporary states. In this paper, we argue that these trends are better explained through scaling relationships between population and war group size and between war group size and conflict casualties. We test these relationships and develop measures of conflict investment and lethality that are applicable to societies across space and time. When scaling is accounted for, we find no difference in conflict investment or lethality between small-scale and state societies. Given the lack of population data for past societies, we caution against using archaeological cases of episodic conflicts to measure past violence.
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