The Middle Ages in computer games: ludic approaches to the medieval and medievalism
"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...
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Cambridge
D. S. Brewer
2024
|
Ausgabe: | First published |
Schriftenreihe: | Medievalism
28 |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Zusammenfassung: | "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." |
Beschreibung: | Introduction: The Middle Ages in Computer Games; 1. Mechanical and Social Pressures; 2. Medievalist Genres; 3. Combat and Warfare; 4. Science, Technology and the Dark Ages; 5. Rule and Rulership; 6. The Church and Organised Religion; 7. Morality; 8. Race and Nationality; 9. Gender and Sexuality; Conclusion: A Different Medievalism, Different Games; Bibliography; Filmography; Ludography |
Beschreibung: | xii, 355 Seiten |
ISBN: | 9781843847298 |
Internformat
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520 | |a "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." | ||
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Datensatz im Suchindex
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adam_text |
Contents Acknowledgements Glossary Introduction: The Middle Ages in Computer Games ix xi 1 1 Mechanical and Social Pressures 30 2 Medievalist Genres 55 3 Combat and Warfare 80 4 Science, Technology, and the Dark Ages 105 5 Rule and Rulership 132 6 The Church and Organised Religion 155 7 Morality 185 8 Race and Nationality 211 9 Gender and Sexuality 246 Conclusion: A Different Medievalism, Different Games 283 Bibliography Filmography Ludography Index of Games General Index 290 321 322 332 341 |
any_adam_object | 1 |
author | Houghton, Robert ca. 20./21. Jh |
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author_sort | Houghton, Robert ca. 20./21. Jh |
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language | English |
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spelling | Houghton, Robert ca. 20./21. Jh. Verfasser (DE-588)1234277700 aut The Middle Ages in computer games ludic approaches to the medieval and medievalism Robert Houghton Cambridge D. S. Brewer 2024 xii, 355 Seiten txt rdacontent n rdamedia nc rdacarrier Medievalism 28 Introduction: The Middle Ages in Computer Games; 1. Mechanical and Social Pressures; 2. Medievalist Genres; 3. Combat and Warfare; 4. Science, Technology and the Dark Ages; 5. Rule and Rulership; 6. The Church and Organised Religion; 7. Morality; 8. Race and Nationality; 9. Gender and Sexuality; Conclusion: A Different Medievalism, Different Games; Bibliography; Filmography; Ludography "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." Mittelalterbild (DE-588)4170207-4 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Mittelalterbild (DE-588)4170207-4 s Computerspiel (DE-588)4010457-6 s DE-604 Erscheint auch als Online-Ausgabe 978-1-80543-449-8 Erscheint auch als Online-Ausgabe 978-1-80543-450-4 Medievalism 28 (DE-604)BV036865931 28 Digitalisierung BSB München - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=035397880&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Houghton, Robert ca. 20./21. Jh The Middle Ages in computer games ludic approaches to the medieval and medievalism Mittelalterbild (DE-588)4170207-4 gnd Computerspiel (DE-588)4010457-6 gnd Medievalism |
subject_GND | (DE-588)4170207-4 (DE-588)4010457-6 |
title | The Middle Ages in computer games ludic approaches to the medieval and medievalism |
title_auth | The Middle Ages in computer games ludic approaches to the medieval and medievalism |
title_exact_search | The Middle Ages in computer games ludic approaches to the medieval and medievalism |
title_full | The Middle Ages in computer games ludic approaches to the medieval and medievalism Robert Houghton |
title_fullStr | The Middle Ages in computer games ludic approaches to the medieval and medievalism Robert Houghton |
title_full_unstemmed | The Middle Ages in computer games ludic approaches to the medieval and medievalism Robert Houghton |
title_short | The Middle Ages in computer games |
title_sort | the middle ages in computer games ludic approaches to the medieval and medievalism |
title_sub | ludic approaches to the medieval and medievalism |
topic | Mittelalterbild (DE-588)4170207-4 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Mittelalterbild Computerspiel |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=035397880&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
volume_link | (DE-604)BV036865931 |
work_keys_str_mv | AT houghtonrobert themiddleagesincomputergamesludicapproachestothemedievalandmedievalism |