Digital Gaming Re Imagines The Middle Ages

Digital Gaming Re imagines the Middle Ages PDF Book Detail:
Author: Daniel T. Kline
Publisher: Routledge
ISBN: 1136221824
Size: 14.25 MB
Format: PDF, ePub
Category : Games & Activities
Languages : en
Pages : 298
View: 1208

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Book Description: 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.

Digital Gaming Re Imagines The Middle Ages

Digital Gaming Re imagines the Middle Ages PDF Book Detail:
Author: Daniel T. Kline
Publisher: Routledge
ISBN: 1136221832
Size: 69.53 MB
Format: PDF, ePub, Docs
Category : Games & Activities
Languages : en
Pages : 298
View: 2009

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Book Description: 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.

Geschichte Und Erinnerung In Computerspielen

Geschichte und Erinnerung in Computerspielen PDF Book Detail:
Author: Nico Nolden
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110586053
Size: 44.76 MB
Format: PDF, ePub, Mobi
Category : History
Languages : de
Pages : 664
View: 4180

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Book Description: Jährlich erscheint eine Vielzahl von digitalen Spielen, die historische Inszenierungen verwenden - in diversen spielmechanischen Formen, mit einem breiten inhaltlichen Spektrum und aus fast allen Epochen. Bislang überblickt sie die Geschichtswissenschaft nicht strukturiert, formuliert keine Erkenntnisinteressen und erschließt sie nicht systematisch.Wieso solche Inszenierungen historisch und gesellschaftlich relevant sind, erläutert das Buch einführend. Sein Hauptteil ordnet den Stand der Forschung statistisch, methodisch und disziplinär sowie entlang von Spielformen und Epochen. An vielen Beispielen identifiziert er die Lücken des Diskurses, kondensiert Erkenntnisinteressen und bezieht andere Geistes- und Sozialwissenschaften ein. Weitgehend unbeachtet sind bislang Online-Rollenspiele, obwohl der empirischer Teil am Beispiel The Secret World ihre Qualität als Erinnerungskulturelles Wissenssystem aufzeigt.Wie dieses Medium Historisches inszeniert, ist gesellschaftlich bedeutend, aber auch in wirtschaftlicher Hinsicht. Das Buch erschließt daher ein Arbeitsfeld für Studierende, Lehrende und Forschende in Geschichts- und anderen Geisteswissenschaften, eröffnet aber auch neue Denkansätze für die praktische Anwendung im Game Design.

The Medieval British Literature Handbook

The Medieval British Literature Handbook PDF Book Detail:
Author: Daniel T. Kline
Publisher: A&C Black
ISBN: 0826494099
Size: 39.92 MB
Format: PDF
Category : Literary Criticism
Languages : en
Pages : 300
View: 7285

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Book Description: One-stop resource for courses in medieval literature, providing students with a comprehensive guide to the historical and cultural context; major texts and movements; reading primary and critical texts; key critics, concepts and topics; major critical approaches and directions of new research.

History In Games

History in Games PDF Book Detail:
Author: Martin Lorber
Publisher: transcript Verlag
ISBN: 3839454204
Size: 40.54 MB
Format: PDF, ePub, Mobi
Category : Social Science
Languages : en
Pages : 284
View: 2594

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Book Description: Where do we end up when we enter the time machine that is the digital game? One axiomatic truth of historical research is that the past is the time-space that eludes human intervention. Every account made of the past is therefore only an approximation. But how is it that strolling through ancient Alexandria can feel so real in the virtual world? Claims of authenticity are prominent in discussions surrounding the digital games of our time. What is historical authenticity and does it even matter? When does authenticity or the lack thereof become political? By answering these questions, the book illuminates the ubiquitous category of authenticity from the perspective of historical game studies.

Medieval Afterlives In Contemporary Culture

Medieval Afterlives in Contemporary Culture PDF Book Detail:
Author: Gail Ashton
Publisher: Bloomsbury Publishing
ISBN: 144116068X
Size: 49.82 MB
Format: PDF, ePub
Category : Literary Criticism
Languages : en
Pages : 368
View: 6998

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Book Description: With contributions from 29 leading international scholars, this is the first single-volume guide to the appropriation of medieval texts in contemporary culture. Medieval Afterlives in Contemporary Culture covers a comprehensive range of media, including literature, film, TV, comics book adaptations, electronic media, performances, and commercial merchandise and tourism. Its lively chapters range from Spamalot to the RSC, Beowulf to Merlin, computer games to internet memes, opera to Young Adult fiction and contemporary poetry, and much more. Also included is a companion website aimed at general readers, academics, and students interested in the burgeoning field of Medieval afterlives, complete with: - Further reading/weblinks - 'My favourite' guides to contemporary medieval appropriations - Images and interviews - Guide to library archives and manuscript collections - Guide to heritage collection See also our website at https://medievalafterlives.wordpress.com/.

Playing The Crusades

Playing the Crusades PDF Book Detail:
Author: Robert Houghton
Publisher: Routledge
ISBN: 1000360288
Size: 15.97 MB
Format: PDF, Docs
Category : History
Languages : en
Pages : 112
View: 743

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Book Description: Engaging the Crusades is a series of volumes which offer windows into a newly emerging field of historical study: the memory and legacy of the crusades. Together these volumes examine the reasons behind the enduring resonance of the crusades and present the memory of crusading in the modern period as a productive, exciting, and much needed area of investigation. This volume considers the appearance and use of the crusades in modern games; demonstrating that popular memory of the crusades is intrinsically and mutually linked with the design and play of these games. The essays engage with uses of crusading rhetoric and imagery within a range of genres – including roleplaying, action, strategy, and casual games – and from a variety of theoretical perspectives drawing on gender and race studies, game design and theory, and broader discussions on medievalism. Cumulatively, the authors reveal the complex position of the crusades within digital games, highlight the impact of these games on popular understanding of the crusades, and underline the connection between the portrayal of the crusades in digital games and academic crusade historiography. Playing the Crusades is invaluable for scholars and students interested in the crusades, popular representations of the crusades, historical games, and collective memory.

The Cambridge Companion To Medievalism

The Cambridge Companion to Medievalism PDF Book Detail:
Author: Louise D'Arcens
Publisher: Cambridge University Press
ISBN: 110708671X
Size: 37.44 MB
Format: PDF, ePub
Category : History
Languages : en
Pages : 272
View: 7056

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Book Description: An introduction to medievalism offering a balance of accessibility and sophistication, with comprehensive overviews as well as detailed case studies.

Historia Ludens

Historia Ludens PDF Book Detail:
Author: Alexander von Lünen
Publisher: Routledge
ISBN: 1000693317
Size: 27.64 MB
Format: PDF
Category : History
Languages : en
Pages : 336
View: 4909

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Book Description: This book aims to further a debate about aspects of "playing" and "gaming" in connection with history. Reaching out to academics, professionals and students alike, it pursues a dedicated interdisciplinary approach. Rather than only focusing on how professionals could learn from academics in history, the book also ponders the question of what academics can learn from gaming and playing for their own practice, such as gamification for teaching, or using "play" as a paradigm for novel approaches into historical scholarship. "Playing" and "gaming" are thus understood as a broad cultural phenomenon that cross-pollinates the theory and practice of history and gaming alike.

Digital Games As History

Digital Games as History PDF Book Detail:
Author: Adam Chapman
Publisher: Routledge
ISBN: 1317553861
Size: 17.50 MB
Format: PDF, ePub, Docs
Category : Social Science
Languages : en
Pages : 290
View: 2972

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Book Description: This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.