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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.
Product Details :
Genre |
: Games & Activities |
Author |
: Robert Houghton |
Publisher |
: Boydell & Brewer |
Release |
: 2024-11-05 |
File |
: 373 Pages |
ISBN-13 |
: 9781843847298 |
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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.
Product Details :
Genre |
: History |
Author |
: Robert Houghton |
Publisher |
: Bloomsbury Publishing |
Release |
: 2023-08-24 |
File |
: 289 Pages |
ISBN-13 |
: 9781350242906 |
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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.
Product Details :
Genre |
: History |
Author |
: Robert Houghton |
Publisher |
: Walter de Gruyter GmbH & Co KG |
Release |
: 2022-10-24 |
File |
: 314 Pages |
ISBN-13 |
: 9783110712032 |
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BOOK EXCERPT:
Product Details :
Genre |
: Subject headings, Library of Congress |
Author |
: Library of Congress |
Publisher |
: |
Release |
: 2013 |
File |
: 1638 Pages |
ISBN-13 |
: PURD:32754083038863 |
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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.
Product Details :
Genre |
: History |
Author |
: Albrecht Classen |
Publisher |
: Walter de Gruyter GmbH & Co KG |
Release |
: 2019-08-05 |
File |
: 844 Pages |
ISBN-13 |
: 9783110623703 |
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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.
Product Details :
Genre |
: Games & Activities |
Author |
: Daniel T. Kline |
Publisher |
: Routledge |
Release |
: 2013-09-11 |
File |
: 330 Pages |
ISBN-13 |
: 9781136221828 |
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BOOK EXCERPT:
Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.
Product Details :
Genre |
: Games & Activities |
Author |
: Lorenzo DiTommaso |
Publisher |
: Walter de Gruyter GmbH & Co KG |
Release |
: 2024-09-02 |
File |
: 331 Pages |
ISBN-13 |
: 9783110752861 |
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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.
Product Details :
Genre |
: History |
Author |
: Paul B. Newman |
Publisher |
: McFarland |
Release |
: 2018-01-16 |
File |
: 302 Pages |
ISBN-13 |
: 9780786450527 |
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BOOK EXCERPT:
It is often assumed that those outside of academia know very little about the Middle Ages. But the truth is not so simple. Non-specialists in fact learn a great deal from the myriad medievalisms - post-medieval imaginings of the medieval world - that pervade our everyday culture. These, like Lord of the Rings or Game of Thrones, offer compelling, if not necessarily accurate, visions of the medieval world. And more, they have an impact on the popular imagination, particularly since there are new medievalisms constantly being developed, synthesised and remade. But what does the public really know? How do the conflicting medievalisms they consume contribute to their knowledge? And why is this important? In this book, the first evidence-based exploration of the wider public's understanding of the Middle Ages, Paul B. Sturtevant adapts sociological methods to answer these important questions. Based on extensive focus groups, the book details the ways - both formal and informal - that people learn about the medieval past and the many other ways that this informs, and even distorts, our present. In the process, Sturtevant also sheds light, in more general terms, onto the ways non-specialists learn about the past, and why understanding this is so important. The Middle Ages in Popular Imagination will be of interest to anyone working on medieval studies, medievalism, memory studies, medieval film studies, informal learning or public history.
Product Details :
Genre |
: History |
Author |
: Paul B. Sturtevant |
Publisher |
: Bloomsbury Publishing |
Release |
: 2018-02-28 |
File |
: 370 Pages |
ISBN-13 |
: 9781786723574 |
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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
Product Details :
Genre |
: History |
Author |
: Karl Fugelso |
Publisher |
: DS Brewer |
Release |
: 2008 |
File |
: 230 Pages |
ISBN-13 |
: 1843841568 |