Women in Historical and Archaeological Video Games

Women in Historical and Archaeological Video Games
Author: Jane Draycott
Publsiher: Walter de Gruyter GmbH & Co KG
Total Pages: 360
Release: 2022-06-06
Genre: History
ISBN: 9783110724271

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This volume focuses on the depiction of women in video games set in historical periods or archaeological contexts, explores the tension between historical and archaeological accuracy and authenticity, examines portrayals of women in historical periods or archaeological contexts, portrayals of female historians and archaeologists, and portrayals of women in fantastical historical and archaeological contexts. It includes both triple A and independent video games, incorporating genres such as turn-based strategy, action-adventure, survival horror, and a variety of different types of role-playing games. Its chronological and geographical scope ranges from late third century BCE China, to mid first century BCE Egypt, to Pictish and Viking Europe, to Medieval Germany, to twentieth century Taiwan, and into the contemporary world, but it also ventures beyond our universe and into the fantasy realm of Hyrule and the science fiction solar system of the Nebula.

Women in Classical Video Games

Women in Classical Video Games
Author: Jane Draycott,Kate Cook
Publsiher: Bloomsbury Publishing
Total Pages: 289
Release: 2022-08-11
Genre: History
ISBN: 9781350241947

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Despite the prevalence of video games set in or inspired by classical antiquity, the medium has to date remained markedly understudied in the disciplines of classics and ancient history, with the role of women in these video games especially neglected. Women in Classical Video Games seeks to address this imbalance as the first book-length work of scholarship to examine the depiction of women in video games set in classical antiquity. The volume surveys the history of women in these games and the range of figures presented from the 1980s to the present, alongside discussion of issues such as historical accuracy, authenticity, gender, sexuality, monstrosity, hegemony, race and ethnicity, and the use of tropes. A wide range of games of different types and modes are discussed, including platformers, strategy games , roguelikes, MOBA, action RPGs, and story-driven romance mobile games. The detailed case studies presented here form a compelling case for the indispensability of the medium to both reception studies and gender studies, and offer nuanced answers to such questions as how and why women are portrayed in the ways that they are.

The Routledge Handbook of Archaeology and the Media in the 21st Century

The Routledge Handbook of Archaeology and the Media in the 21st Century
Author: Lorna-Jane Richardson,Andrew Reinhard,Nicole Smith
Publsiher: Taylor & Francis
Total Pages: 382
Release: 2024-06-20
Genre: Social Science
ISBN: 9781040023013

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The Routledge Handbook of Archaeology and the Media in the 21st Century presents diverse international perspectives on what it means to be an archaeologist and to conduct archaeological research in the age of digital and mobile media. This volume analyses the present‐day use of new and old media by professional and academic archaeology for leisure, academic study and/or public engagement, and attempts to provide a broad survey of the use of media in a wider global archaeological context. It features work on traditional paper media, radio, podcasting, film, television, contemporary art, photography, video games, mobile technology, 3D image capture, digitization and social media. Themes explored include archaeology and traditional media, archaeology in a digital age, archaeology in a post‐truth era and the future of archaeology. Such comprehensive coverage has not been seen before, and the focus on 21st‐century concerns and media consumption practices provides an innovative and original approach. The Routledge Handbook of Archaeology and the Media in the 21st Century updates the interdisciplinary field of media studies in archaeology and will appeal to students and researchers in multiple fields including contemporary, public, digital, and media archaeology, and heritage studies and management. Television and film producers, writers and presenters of cultural heritage will also benefit from the many entanglements shared here between archaeology and the contemporary media landscape.

Practical Archaeogaming

Practical Archaeogaming
Author: Andrew Reinhard
Publsiher: Berghahn Books
Total Pages: 252
Release: 2024-05-03
Genre: Social Science
ISBN: 9781805395348

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As a sequel to Archaeogaming: an Introduction to Archaeology in and of Video Games, the author focuses on the practical and applied side of the discipline, collecting recent digital fieldwork together in one place for the first time to share new methods in treating interactive digital built environments as sites for archaeological investigation. Fully executed examples of practical and applied archaeogaming include the necessity of a rapid archaeology of digital built environments, the creation of a Harris matrix for software stratigraphy, the ethnographic work behind a human civilization trapped in an unstable digital landscape, how to conduct photogrammetry and GIS mapping in procedurally generated space, and how to transform digital artifacts into printed three-dimensional objects. Additionally, the results of the 2014 Atari excavation in Alamogordo, New Mexico are summarized for the first time.

Classical Antiquity in Video Games

Classical Antiquity in Video Games
Author: Christian Rollinger
Publsiher: Bloomsbury Publishing
Total Pages: 312
Release: 2020-01-09
Genre: History
ISBN: 9781350066649

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From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. With successful series such as “Assassin's Creed” or "Civilization” selling millions of copies, video games rival even television and cinema in their role in shaping younger audiences' perceptions of the past. Yet classical scholarship, though embracing other popular media as areas of research, has so far largely ignored video games as a vehicle of classical reception. This collection of essays fills this gap with a dedicated study of receptions, remediations and representations of Classical Antiquity across all electronic gaming platforms and genres. It presents cutting-edge research in classics and classical receptions, game studies and archaeogaming, adopting different perspectives and combining papers from scholars, gamers, game developers and historical consultants. In doing so, it delivers the first state-of-the-art account of both the wide array of 'ancient' video games, as well as the challenges and rewards of this new and exciting field.

Excavating Women

Excavating Women
Author: Magarita Díaz-Andreu,Marie Louise Stig Sorensen
Publsiher: Routledge
Total Pages: 344
Release: 2005-08-11
Genre: Social Science
ISBN: 9781134727759

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Archaeologists are increasingly aware of issues of gender when studying past societies; women are becoming better represented within the discipline and are attaining top academic posts. However, until now there has been no study undertaken of the history of women in European archaeology and their contribution to the development of the discipline. Excavating Women discusses the careers of women archaeologists such as Dorothy Garrod, Hanna Rydh and Marija Gimbutas, who against all odds became famous, as well as the many lesser-known personalities who did important archaeological work. The collection spans the earliest days of archaeology as a discipline to the present, telling the stories of women from Scandinavia, Mediterranean Europe, Britain, France, Germany and Poland. The chapters examine women's contributions to archaeology in the context of other, often socio-political, factors that affected their lives. It examines issues such as women's increased involvement in archaeological work during and after the two World Wars, and why so many women found it more acceptable to work outside of their native lands. This critical assessment of women in archaeology makes a major contribution to the history of archaeology. It reveals how selective the archaeological world has been in recognizing the contributions of those who have shaped its discipline, and how it has been particularly inclined to ignore the achievements of women archaeologists. Excavating Women is essential reading for all students, teachers and researchers in archaeology who are interested in the history of their discipline and its sociopolitics.

The History of Video Games

The History of Video Games
Author: Charlie Fish
Publsiher: White Owl
Total Pages: 305
Release: 2021-05-30
Genre: Technology & Engineering
ISBN: 9781526778987

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This book is a potted history of video games, telling all the rollercoaster stories of this fascinating young industry that’s now twice as big globally than the film and music industries combined. Each chapter explores the history of video games through a different lens, giving a uniquely well-rounded overview. Packed with pictures and stats, this book is for video gamers nostalgic for the good old days of gaming, and young gamers curious about how it all began. If you’ve ever enjoyed a video game, or you just want to see what all the fuss is about, this book is for you. There are stories about the experimental games of the 1950s and 1960s; the advent of home gaming in the 1970s; the explosion – and implosion – of arcade gaming in the 1980s; the console wars of the 1990s; the growth of online and mobile games in the 2000s; and we get right up to date with the 2010s, including such cultural phenomena as twitch.tv, the Gamergate scandal, and Fortnite. But rather than telling the whole story from beginning to end, each chapter covers the history of video games from a different angle: platforms and technology, people and personalities, companies and capitalism, gender and representation, culture, community, and finally the games themselves.

Women in Gaming 100 Professionals of Play

Women in Gaming  100 Professionals of Play
Author: Meagan Marie
Publsiher: Penguin
Total Pages: 354
Release: 2018-12-04
Genre: History
ISBN: 9780744019933

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Women in Gaming: 100 Professionals of Play is a celebration of female accomplishments in the video game industry, ranging from high-level executives to programmers to cosplayers. This insightful and celebratory book highlights women who helped to establish the industry, women who disrupted it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled is a pioneer in their own right. Key features in this book include: *100 Professionals of Play: Interviews and Special Features with 100 diverse and prominent women highlighting their impact on the gaming industry in the fields of design, programming, animation, marketing, voiceover, and many more. *Pro Tips: Practical and anecdotal advice from industry professionals for young adults working toward a career in the video game industry. *Essays: Short essays covering various topics affecting women in gaming related careers, including "Difficult Women: The Importance of Female Characters Who Go Beyond Being Strong," "NPC: On Being Unseen in the Game Dev Community," and "Motherhood and Gaming: How Motherhood Can Help Rather Than Hinder a Career." *"A Day in the Life of" Features: An inside look at a typical day in the gaming industry across several vocations, including a streamer, a voice actor, and many more.