Playing the Middle Ages

Playing the Middle Ages
Author: Robert Houghton
Publsiher: Bloomsbury Publishing
Total Pages: 289
Release: 2023-08-24
Genre: History
ISBN: 9781350242906

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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.

Thinking Medieval

Thinking Medieval
Author: M. Bull
Publsiher: Springer
Total Pages: 158
Release: 2005-09-27
Genre: History
ISBN: 9780230501577

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This book is aimed at students coming to the study of western European medieval history for the first time, and also graduate students on interdisciplinary medieval studies programmes. It examines the place of the Middle Ages in modern popular culture, exploring the roots of the stereotypes that appear in films, on television and in the press, and asking why they remain so persistent. The book also asks whether 'medieval' is indeed a useful category in terms of historical periodization. It investigates some of the particular challenges posed by medieval sources and the ways in which they have survived. And it concludes with an exploration of the relevance of medieval history in today's world.

Teaching the Middle Ages through Modern Games

Teaching the Middle Ages through Modern Games
Author: Robert Houghton
Publsiher: Walter de Gruyter GmbH & Co KG
Total Pages: 314
Release: 2022-10-24
Genre: History
ISBN: 9783110712032

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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.

Children and Games in the Middle Ages

Children and Games in the Middle Ages
Author: Lynne Elliott
Publsiher: Crabtree Publishing Company
Total Pages: 36
Release: 2004
Genre: Juvenile Nonfiction
ISBN: 0778713490

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Discusses the roles and activities of children of all ages in the Middle Ages.

Digital Gaming Re imagines the Middle Ages

Digital Gaming Re imagines the Middle Ages
Author: Daniel T. Kline
Publsiher: Routledge
Total Pages: 298
Release: 2013-09-11
Genre: Games & Activities
ISBN: 9781136221835

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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.

Pleasure and Leisure in the Middle Ages and Early Modern Age

Pleasure and Leisure in the Middle Ages and Early Modern Age
Author: Albrecht Classen
Publsiher: Walter de Gruyter GmbH & Co KG
Total Pages: 764
Release: 2019-08-05
Genre: History
ISBN: 9783110623079

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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.

Playing the Crusades

Playing the Crusades
Author: Robert Houghton
Publsiher: Routledge
Total Pages: 137
Release: 2021-03-15
Genre: History
ISBN: 9781000360288

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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.

Digital Gaming Re imagines the Middle Ages

Digital Gaming Re imagines the Middle Ages
Author: Daniel T. Kline
Publsiher: Routledge
Total Pages: 330
Release: 2013-09-11
Genre: Games & Activities
ISBN: 9781136221828

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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.