Ancient Greece and Rome in videogames: representation, play, transmedia
Gespeichert in:
1. Verfasser: | |
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Format: | Abschlussarbeit Buch |
Sprache: | English |
Veröffentlicht: |
London ; New York ; Oxford ; New Delhi ; Sydney
Bloomsbury Academic
2021
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Schriftenreihe: | Imagines - classical receptions in the visual and performing arts
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | viii, 227 Seiten 25 Illustrationen |
ISBN: | 9781350157194 |
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Contents List of Illustrations vii Acknowledgements ix An Introduction to Key Concepts: (Or, Always Read the Manual) 1 2 3 1 What is a videogame? 3 Classical reception theory 6 Transmedia and popular culture 7 Going forward 9 (The Tutorial Level): How Might We Study Ancient-World Videogames? 13 Approaching videogames 14 History in videogames, videogames as history 17 The gameplay process 22 Genre frameworks 27 A transmedial world of “popular antiquity” 28 Finding a New Epic in Action-Adventure Videogames 35 Epic games and epic films 36 God of War 38 Miniature epics 57 Interactive Roman epic 68 Conclusions 77 Ideas of “Rome” in Ancient Strategy Games 81 Making empires in the strategy game framework 82 Formulating a “Roman language” 87 Imperium Romanům 91 Constructing “Rome” with non-Romans? 98 Other indie futures for managerial Roman 103 Reconfiguring classics and genre in Age of Mythology 106 Conclusions 114
Contents VI 4 First-Person Antiquity: Contemporaneity and Experimentality 117 Embodiment and perspective 118 Ancient Carthage as apocalyptic nightmare-scape 120 Fear, drugs and spirituality in Eleusis 125 Embodying “Sappho” and “Helen” in the visual novel 141 Conclusions 156 Not Game Over: A Conclusion 159 Next Steps: (Or, the Inevitable Sequel) 167 Notes 173 Bibliography 197 Index 223
This volume presents an original framework for the study of videogames which use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of games that incorporate Greek and Roman materials, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in videogames within a wider transmedial environment. Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the bloodspilling violence of god-kilting and gladiatorial combat to meticulous strategizing over virtual Roman Empires and often bizarre adventures in pseudo-ancient places. Readers encounter instances in which players become intimately engaged with the 'epic mode' of spectacle in God of War, moments of negotiation with colonized lands in Rome: Total War, Imperium Romanům, and Age of Mythology and multi-layered narratives rich with ancient traditions in games such as Eleusis and Salammbô. The case study approach allows close analysis of outstanding examples of the genre to uncover how both representation and gameplay function in such 'ancient games'. |
adam_txt |
Contents List of Illustrations vii Acknowledgements ix An Introduction to Key Concepts: (Or, Always Read the Manual) 1 2 3 1 What is a videogame? 3 Classical reception theory 6 Transmedia and popular culture 7 Going forward 9 (The Tutorial Level): How Might We Study Ancient-World Videogames? 13 Approaching videogames 14 History in videogames, videogames as history 17 The gameplay process 22 Genre frameworks 27 A transmedial world of “popular antiquity” 28 Finding a New Epic in Action-Adventure Videogames 35 Epic games and epic films 36 God of War 38 Miniature epics 57 Interactive Roman epic 68 Conclusions 77 Ideas of “Rome” in Ancient Strategy Games 81 Making empires in the strategy game framework 82 Formulating a “Roman language” 87 Imperium Romanům 91 Constructing “Rome” with non-Romans? 98 Other indie futures for managerial Roman 103 Reconfiguring classics and genre in Age of Mythology 106 Conclusions 114
Contents VI 4 First-Person Antiquity: Contemporaneity and Experimentality 117 Embodiment and perspective 118 Ancient Carthage as apocalyptic nightmare-scape 120 Fear, drugs and spirituality in Eleusis 125 Embodying “Sappho” and “Helen” in the visual novel 141 Conclusions 156 Not Game Over: A Conclusion 159 Next Steps: (Or, the Inevitable Sequel) 167 Notes 173 Bibliography 197 Index 223
This volume presents an original framework for the study of videogames which use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of games that incorporate Greek and Roman materials, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in videogames within a wider transmedial environment. Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the bloodspilling violence of god-kilting and gladiatorial combat to meticulous strategizing over virtual Roman Empires and often bizarre adventures in pseudo-ancient places. Readers encounter instances in which players become intimately engaged with the 'epic mode' of spectacle in God of War, moments of negotiation with colonized lands in Rome: Total War, Imperium Romanům, and Age of Mythology and multi-layered narratives rich with ancient traditions in games such as Eleusis and Salammbô. The case study approach allows close analysis of outstanding examples of the genre to uncover how both representation and gameplay function in such 'ancient games'. |
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author | Clare, Ross |
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discipline | Geschichte Philologie / Byzantinistik / Neulatein |
discipline_str_mv | Geschichte |
format | Thesis Book |
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spelling | Clare, Ross Verfasser (DE-588)1242269576 aut Ancient Greece and Rome in videogames representation, play, transmedia Ross Clare London ; New York ; Oxford ; New Delhi ; Sydney Bloomsbury Academic 2021 viii, 227 Seiten 25 Illustrationen txt rdacontent n rdamedia nc rdacarrier Imagines - classical receptions in the visual and performing arts Dissertation University of Liverpool 2018 Video games Design Greece Civilization Rome Civilization Rezeption (DE-588)4049716-1 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Videospiel (DE-588)4063465-6 gnd rswk-swf Römisches Reich (DE-588)4076778-4 gnd rswk-swf Griechenland Altertum (DE-588)4093976-5 gnd rswk-swf Civilization, Ancient, in video games (DE-588)4113937-9 Hochschulschrift gnd-content Römische Geschichte (DE-2581)TH000003747 gbd Videospiel (DE-2581)TH000012843 gbd Kulturgeschichte der Antike (DE-2581)TH000005829 gbd Griechische Geschichte (DE-2581)TH000003492 gbd Griechenland Altertum (DE-588)4093976-5 g Römisches Reich (DE-588)4076778-4 g Rezeption (DE-588)4049716-1 s Videospiel (DE-588)4063465-6 s Computerspiel (DE-588)4010457-6 s DE-604 Erscheint auch als Online-Ausgabe, ePDF 978-1-3501-5720-0 Erscheint auch als Online-Ausgabe 978-1-3501-5721-7 Digitalisierung UB Augsburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032697742&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Augsburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032697742&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Clare, Ross Ancient Greece and Rome in videogames representation, play, transmedia Video games Design Greece Civilization Rome Civilization Rezeption (DE-588)4049716-1 gnd Computerspiel (DE-588)4010457-6 gnd Videospiel (DE-588)4063465-6 gnd |
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title | Ancient Greece and Rome in videogames representation, play, transmedia |
title_auth | Ancient Greece and Rome in videogames representation, play, transmedia |
title_exact_search | Ancient Greece and Rome in videogames representation, play, transmedia |
title_exact_search_txtP | Ancient Greece and Rome in videogames representation, play, transmedia |
title_full | Ancient Greece and Rome in videogames representation, play, transmedia Ross Clare |
title_fullStr | Ancient Greece and Rome in videogames representation, play, transmedia Ross Clare |
title_full_unstemmed | Ancient Greece and Rome in videogames representation, play, transmedia Ross Clare |
title_short | Ancient Greece and Rome in videogames |
title_sort | ancient greece and rome in videogames representation play transmedia |
title_sub | representation, play, transmedia |
topic | Video games Design Greece Civilization Rome Civilization Rezeption (DE-588)4049716-1 gnd Computerspiel (DE-588)4010457-6 gnd Videospiel (DE-588)4063465-6 gnd |
topic_facet | Video games Design Greece Civilization Rome Civilization Rezeption Computerspiel Videospiel Römisches Reich Griechenland Altertum Hochschulschrift |
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