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Book The Middle Ages in Computer Games

Download or read book The Middle Ages in Computer Games written by Robert Houghton and published by Boydell & Brewer. This book was released on 2024-11-05 with total page 373 pages. Available in PDF, EPUB and Kindle. Book excerpt: Offers the most comprehensive analysis and discussion of medievalist computer games to date. Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. This book explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching.

Book Digital Gaming Re imagines the Middle Ages

Download or read book Digital Gaming Re imagines the Middle Ages written by Daniel T. Kline and published by Routledge. This book was released on 2013-09-11 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital gaming’s cultural significance is often minimized much in the same way that the Middle Ages are discounted as the backward and childish precursor to the modern period. Digital Gaming Reimagines the Middle Ages challenges both perceptions by examining how the Middle Ages have persisted into the contemporary world via digital games as well as analyzing how digital gaming translates, adapts, and remediates medieval stories, themes, characters, and tropes in interactive electronic environments. At the same time, the Middle Ages are reinterpreted according to contemporary concerns and conflicts, in all their complexity. Rather than a distinct time in the past, the Middle Ages form a space in which theory and narrative, gaming and textuality, identity and society are remediated and reimagined. Together, the essays demonstrate that while having its roots firmly in narrative traditions, neomedieval gaming—where neomedievalism no longer negotiates with any reality beyond itself and other medievalisms—creates cultural palimpsests, multiply-layered trans-temporal artifacts. Digital Gaming Re-imagines the Middle Ages demonstrates that the medieval is more than just a stockpile of historically static facts but is a living, subversive presence in contemporary culture.

Book Playing the Middle Ages

Download or read book Playing the Middle Ages written by Robert Houghton and published by . This book was released on with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Middle Ages have provided rich source material for physical and digital games from Dungeons and Dragons to Assassin's Creed. This volume addresses the many ways in which different formats and genre of games represent the period. It considers the restrictions placed on these representations by the mechanical and gameplay requirements of the medium and by audience expectations of these products and the period., highlighting innovative attempts to overcome these limitations through game design and play. Playing the Middle Ages considers a number of important and timely issues within the field including: one, the connection between medieval games and political nationalistic rhetoric; two, trends in the presentation of religion, warfare and other aspects of medieval society and their connection to modern culture; three, the problematic representations of race; and four, the place of gender and sexuality within these games and the broader gaming community. The book draws on the experience of a wide-ranging and international group of academics across disciplines and from games designers. Through this combination of expertise, it provides a unique perspective on the representation of the Middle Ages in modern games and drives key discussions in the fields of history and game design.

Book Teaching the Middle Ages through Modern Games

Download or read book Teaching the Middle Ages through Modern Games written by Robert Houghton and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-10-24 with total page 230 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.

Book Games and Gaming in Medieval Literature

Download or read book Games and Gaming in Medieval Literature written by Serina Patterson and published by Springer. This book was released on 2015-07-29 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first-of-its-kind, Games and Gaming in Medieval Literature explores the depth and breadth of games in medieval literature and culture. Chapters span from the twelfth to the sixteenth centuries, and cover England, France, Denmark, Poland, and Spain, re-examining medieval games in diverse social settings such as the church, court, and household.

Book Games and Visual Culture in the Middle Ages and the Renaissance

Download or read book Games and Visual Culture in the Middle Ages and the Renaissance written by Vanina Kopp and published by . This book was released on 2021-01-14 with total page 356 pages. Available in PDF, EPUB and Kindle. Book excerpt: During the Middle Ages and the Renaissance, games were not an idle pastime, but were in fact important tools for exploring, transmitting, enhancing, subverting, and challenging social practices and their rules. Their study, through both visual and material sources, offers a unique insight into medieval and early modern gaming culture, shedding light not only on why, where, when, with whom and in what conditions and circumstances people played games, but also on the variety of interpretations that they had of games and play. Representations of games, and of artefacts associated with games, also often served to communicate complex ideas on topics that ranged from war to love, and from politics to theology.00This volume offers a particular focus onto the type of games that required little or no physical exertion and that, consequently, all people could enjoy, regardless of age, gender, status, occupation, or religion. The representations and artefacts discussed here by contributors, who come from varied disciplines including history, literary studies, art history, and archaeology, cover a wide geographical and chronological range, from Spain to Scandinavia to the Ottoman Turkey and from the early medieval period to the seventeenth century and beyond. Far from offering the ?last word? on the subject, it is hoped that this volume will encourage further studies.

Book Chess in the Middle Ages and Early Modern Age

Download or read book Chess in the Middle Ages and Early Modern Age written by Daniel E. O'Sullivan and published by Walter de Gruyter. This book was released on 2012-07-30 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: The game of chess was wildly popular in the Middle Ages, so much so that it became an important thought paradigm for thinkers and writers who utilized its vocabulary and imagery for commentaries on war, politics, love, and the social order. In this collection of essays, scholars investigate chess texts from numerous traditions – English, French, German, Latin, Persian, Spanish, Swedish, and Catalan – and argue that knowledge of chess is essential to understanding medieval culture. Such knowledge, however, cannot rely on the modern game, for today’s rules were not developed until the late fifteenth century. Only through familiarity with earlier incarnations of the game can one fully appreciate the full import of chess to medieval society. The careful scholarship contained in this volume provides not only insight into the significance of chess in medieval European culture but also opens up avenues of inquiry for future work in this rich field.

Book Medievalism in Technology Old and New

Download or read book Medievalism in Technology Old and New written by Karl Fugelso and published by DS Brewer. This book was released on 2008 with total page 230 pages. Available in PDF, EPUB and Kindle. Book excerpt: Medievalism examined in a variety of genres, from fairy tales to today's computer games. As medievalism is refracted through new media, it is often radically transformed. Yet it inevitably retains at least some common denominators with more traditional responses to the middle ages. This latest volume of Studies inMedievalism explores this phenomenon with a special section on computer games, examining digital echoes of the medieval past in subjects ranging from the sovereign ethics of empire in Star Wars to gender identity in on-line role playing. Medievalism in more conventional venues is also addressed, ranging from early French fairy tales to nineteenth-century neo-Byzantine murals. Great innovation and extraordinary continuity are thus juxtaposed not only within each article but also across the volume as a whole, in yet further testimony to the exceptional flexibility and enduring relevance of medievalism. CONTRIBUTORS: ALICIA C. MONTOYA, ALBERT D. PIONKE, GRETCHENKREAHLING MCKAY, CHENE HEADY, BRUCE C. BRASINGTON, STEFANO MENGOZZI, CAROL L. ROBINSON, OLIVER M. TRAXEL, AMY S. KAUFMAN, BRENT MOBERLY, KEVIN MOBERLY, LAURYN S. MAYER

Book Pleasure and Leisure in the Middle Ages and Early Modern Age

Download or read book Pleasure and Leisure in the Middle Ages and Early Modern Age written by Albrecht Classen and published by Walter de Gruyter GmbH & Co KG. This book was released on 2019-08-05 with total page 764 pages. Available in PDF, EPUB and Kindle. Book excerpt: Jan Huizinga and Roger Caillois have already taught us to realize how important games and play have been for pre-modern civilization. Recent research has begun to acknowledge the fundamental importance of these aspects in cultural, religious, philosophical, and literary terms. This volume expands on the traditional approach still very much focused on the materiality of game (toys, cards, dice, falcons, dolls, etc.) and acknowledges that game constituted also a form of coming to terms with human existence in an unstable and volatile world determined by universal randomness and fortune. Whether considering blessings or horse fighting, falconry or card games, playing with dice or dolls, we can gain a much deeper understanding of medieval and early modern society when we consider how people pursued pleasure and how they structured their leisure time. The contributions examine a wide gamut of approaches to pleasure, considering health issues, eroticism, tournaments, playing music, reading and listening, drinking alcohol, gambling and throwing dice. This large issue was also relevant, of course, in non-Christian societies, and constitutes a critical concern both for the past and the present because we are all homines ludentes.

Book Playing the Middle Ages

    Book Details:
  • Author : Robert Houghton
  • Publisher : Bloomsbury Publishing
  • Release : 2023-08-24
  • ISBN : 1350242896
  • Pages : 289 pages

Download or read book Playing the Middle Ages written by Robert Houghton and published by Bloomsbury Publishing. This book was released on 2023-08-24 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Middle Ages have provided rich source material for physical and digital games from Dungeons and Dragons to Assassin's Creed. This volume addresses the many ways in which different formats and genre of games represent the period. It considers the restrictions placed on these representations by the mechanical and gameplay requirements of the medium and by audience expectations of these products and the period, highlighting innovative attempts to overcome these limitations through game design and play. Playing the Middle Ages considers a number of important and timely issues within the field including: one, the connection between medieval games and political nationalistic rhetoric; two, trends in the presentation of religion, warfare and other aspects of medieval society and their connection to modern culture; three, the problematic representations of race; and four, the place of gender and sexuality within these games and the broader gaming community. The book draws on the experience of a wide-ranging and international group of academics across disciplines and from games designers. Through this combination of expertise, it provides a unique perspective on the representation of the Middle Ages in modern games and drives key discussions in the fields of history and game design.

Book Digital Gaming Re imagines the Middle Ages

Download or read book Digital Gaming Re imagines the Middle Ages written by Daniel T. Kline and published by Routledge. This book was released on 2013-09-11 with total page 313 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital gaming’s cultural significance is often minimized much in the same way that the Middle Ages are discounted as the backward and childish precursor to the modern period. Digital Gaming Reimagines the Middle Ages challenges both perceptions by examining how the Middle Ages have persisted into the contemporary world via digital games as well as analyzing how digital gaming translates, adapts, and remediates medieval stories, themes, characters, and tropes in interactive electronic environments. At the same time, the Middle Ages are reinterpreted according to contemporary concerns and conflicts, in all their complexity. Rather than a distinct time in the past, the Middle Ages form a space in which theory and narrative, gaming and textuality, identity and society are remediated and reimagined. Together, the essays demonstrate that while having its roots firmly in narrative traditions, neomedieval gaming—where neomedievalism no longer negotiates with any reality beyond itself and other medievalisms—creates cultural palimpsests, multiply-layered trans-temporal artifacts. Digital Gaming Re-imagines the Middle Ages demonstrates that the medieval is more than just a stockpile of historically static facts but is a living, subversive presence in contemporary culture.

Book The Middle Ages

Download or read book The Middle Ages written by Eleanor Janega and published by Icon Books. This book was released on 2021-06-03 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: A unique, illustrated book that will change the way you see medieval history The Middle Ages: A Graphic History busts the myth of the 'Dark Ages', shedding light on the medieval period's present-day relevance in a unique illustrated style. This history takes us through the rise and fall of empires, papacies, caliphates and kingdoms; through the violence and death of the Crusades, Viking raids, the Hundred Years War and the Plague; to the curious practices of monks, martyrs and iconoclasts. We'll see how the foundations of the modern West were established, influencing our art, cultures, religious practices and ways of thinking. And we'll explore the lives of those seen as 'Other' - women, Jews, homosexuals, lepers, sex workers and heretics. Join historian Eleanor Janega and illustrator Neil Max Emmanuel on a romp across continents and kingdoms as we discover the Middle Ages to be a time of huge change, inquiry and development - not unlike our own.

Book Library of Congress Subject Headings

Download or read book Library of Congress Subject Headings written by Library of Congress and published by . This book was released on 2013 with total page 1638 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Daily Life in the Middle Ages

Download or read book Daily Life in the Middle Ages written by Paul B. Newman and published by McFarland. This book was released on 2018-01-16 with total page 302 pages. Available in PDF, EPUB and Kindle. Book excerpt: Although life in the Middle Ages was not as comfortable and safe as it is for most people in industrialized countries today, the term "Dark Ages" is highly misleading. The era was not so primitive and crude as depictions in film and literature would suggest. Even during the worst years of the centuries immediately following the fall of Rome, the legacy of that civilization survived. This book covers diet, cooking, housing, building, clothing, hygiene, games and other pastimes, fighting and healing in medieval times. The reader will find numerous misperceptions corrected. The book also includes a comprehensive bibliography and a listing of collections of medieval art and artifacts and related sites across the United States and Canada so that readers in North America can see for themselves some of the matters discussed in the book. Instructors considering this book for use in a course may request an examination copy here.

Book Atari Age

    Book Details:
  • Author : Michael Z. Newman
  • Publisher : MIT Press
  • Release : 2017
  • ISBN : 0262035715
  • Pages : 266 pages

Download or read book Atari Age written by Michael Z. Newman and published by MIT Press. This book was released on 2017 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt: The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful) Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity. Newman shows that the “new media” of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources—including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television—Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.

Book Studies in Medievalism XXXII

Download or read book Studies in Medievalism XXXII written by Karl Fugelso and published by Boydell & Brewer. This book was released on 2023-03-07 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: Though manifestations of play represent a burgeoning subject area in the study of post-medieval responses to the Middle Ages, they have not always received the respect and attention they deserve. This volume seeks to correct those deficiencies. Though manifestations of play represent a burgeoning subject area in the study of post-medieval responses to the Middle Ages, they have not always received the respect and attention they deserve. This volume seeks to correct those deficiencies via six essays that directly address how the Middle Ages have been put in play with regard to Alice Munro's 1977 short story "The Beggar Maid"; David Lowery's 2021 film The Green Knight; medievalist archaisms in Japanese video games; runic play in Norse-themed digital games; medievalist managerialism in the 2020 video game Crusader Kings III; and neomedieval architectural praxis in the 2014 video game Stronghold: Crusader II. The approaches and conclusions of those essays are then tested in the second section's six essays as they examine "muscular medievalism" in George R. R. Martin's 1996 novel A Game of Thrones; the queering of the Arthurian romance pattern in the 2018-20 television show She-Ra and the Princesses of Power; the interspecies embodiment of dis/ability in the 2010 film How to Train Your Dragon; late-nineteenth and early twentieth-century nationalism in Irish reimaginings of the Fenian Cycle; post-bellum medievalism in poetry of the Confederacy; and the medievalist presentation of Israeli Prime Minister Benjamin Netanyahu's 2020-21 Covid inoculation.

Book Fantasy and Science Fiction Medievalisms  From Isaac Asimov to A Game of Thrones   Student Edition

Download or read book Fantasy and Science Fiction Medievalisms From Isaac Asimov to A Game of Thrones Student Edition written by Helen Young and published by Cambria Press. This book was released on 2015-07-30 with total page 230 pages. Available in PDF, EPUB and Kindle. Book excerpt: Note: this is an abridged version of the book with references removed.The complete edition is also available on this website. From advertisements to amusement parks, themed restaurants, and Renaissance fairs twenty-first century popular culture is strewn with reimaginings of the Middle Ages. They are nowhere more prevalent, however, than in the films, television series, books, and video games of speculative genres: fantasy and science fiction. Peter Jackson's The Lord of the Rings and The Hobbit film trilogies and George R. R. Martin's multimedia Game of Thrones franchise are just two of the most widely known and successful fantasy conglomerates of recent decades. Medievalism has often been understood as a defining feature of fantasy, and as the antithesis of science fiction, but such constructs vastly underestimate the complexities of both genres and their interactions. "Medieval" has multiple meanings in fantasy and science fiction, which shift with genre convention, and which bring about their own changes as authors and audiences engage with what has gone before in the recent and deeper pasts. Earlier volumes have examined some of the ways in which contemporary popular culture re-imagines the Middle Ages, offering broad overviews, but none considers fantasy, science fiction, or the two together. The focused approach of this collection provides a directed pathway into the myriad medievalisms of modern popular culture. By engaging directly with genre(s), this book acknowledges that medievalist creative texts and practices do not occur in a vacuum, but are shaped by multiple cultural forces and concerns; medievalism is never just about the Middle Ages.