Historia Ludens

Historia Ludens
Author :
Publisher : Routledge
Total Pages : 271
Release :
ISBN-10 : 9781000693317
ISBN-13 : 1000693317
Rating : 4/5 (17 Downloads)

Synopsis Historia Ludens by : Alexander von Lünen

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.

Teaching the Middle Ages through Modern Games

Teaching the Middle Ages through Modern Games
Author :
Publisher : Walter de Gruyter GmbH & Co KG
Total Pages : 230
Release :
ISBN-10 : 9783110712117
ISBN-13 : 3110712113
Rating : 4/5 (17 Downloads)

Synopsis Teaching the Middle Ages through Modern Games by : Robert Houghton

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.

Shaping the Past

Shaping the Past
Author :
Publisher : Walter de Gruyter GmbH & Co KG
Total Pages : 265
Release :
ISBN-10 : 9783110692624
ISBN-13 : 3110692627
Rating : 4/5 (24 Downloads)

Synopsis Shaping the Past by : Ylva Grufstedt

This series provides a multidisciplinary framework for scholarly approaches to video games in the humanities. It focuses especially on the dialectics of methodology and object: how do different scholarly fields apply their theories and methods to video games, and how do video games in turn affect these theories and methods? This series seeks to reconnect media-centric Game Studies to the disciplines it had to distance itself from in its foundation, such as literary studies or film studies, in an attempt to use their differences and contact zones in a mutually productive dialogue. It also seeks to present innovative approaches in other fields in the humanities that have yet to consider video games in a systematic way, and give a home to ground-breaking publications that push the boundaries of existing discourses and debates. In this endeavor, the series is committed to a decidedly global scope as it assembles perspectives from different cultural and academic contexts. In short, this series wants to see what the humanities do with video games and what video games do to the humanities. Proposals can be send to: [email protected] Advisory Board: Alenda Y. Chang, UC Santa Barbara Katherine J Lewis, University of Huddersfield Dietmar Meinel, University of Duisburg-Essen Ana Milosevic, KU Leuven Soraya Murray, UC Santa Cruz Holly Nielsen, University of London Michael Nitsche, Georgia Tech Martin Picard, Leipzig University Melanie Swalwell, Swinburne University Emma Vossen, University of Waterloo Mark J.P. Wolf, Concordia University Esther Wright, Cardiff University

The Middle Ages in Computer Games

The Middle Ages in Computer Games
Author :
Publisher : Boydell & Brewer
Total Pages : 373
Release :
ISBN-10 : 9781843847298
ISBN-13 : 1843847299
Rating : 4/5 (98 Downloads)

Synopsis The Middle Ages in Computer Games by : Robert Houghton

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.

Asian Histories and Heritages in Video Games

Asian Histories and Heritages in Video Games
Author :
Publisher : Taylor & Francis
Total Pages : 219
Release :
ISBN-10 : 9781040120996
ISBN-13 : 1040120997
Rating : 4/5 (96 Downloads)

Synopsis Asian Histories and Heritages in Video Games by : Yowei Kang

This book explores the representations of national Asian histories in digital games. Situated at the intersection of regional game studies and historical game studies, this book offers chapters on histories and heritages of Japan, China, Iran, Iraq, Taiwan, South Korea, Indonesia, Singapore, Turkey, and Russia. The volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games– from postcolonialism to identity politics to heritage studies. It demonstrates various methodological approaches to historical/regional game studies: case studies of nationally produced historical games that deal with local history, studies of media reception of history/heritage-themed games, text-mining methods studying attitudes expressed by players of such games, and educational perspectives on games in teaching cultural heritage. Through the lens of videogames, the authors explore how nations struggle with the legacies of war, colonialism and religious strife that have been a part of nation-building - but also how victimized cultures can survive, resist, and sometimes prevail. Appealing primarily to scholars in the fields of game studies, heritage studies, postcolonial criticism, and media studies, this book will be particularly useful for the subfields of historical game studies and postcolonial game studies.

Information and Power in History

Information and Power in History
Author :
Publisher : Routledge
Total Pages : 218
Release :
ISBN-10 : 9780429797880
ISBN-13 : 0429797885
Rating : 4/5 (80 Downloads)

Synopsis Information and Power in History by : Ida Nijenhuis

The relationship between information and power is a relevant subject for all times. Today’s perceived ‘information revolution’ has caused information to become a separate object of study during the last two decades for several disciplines. As the contemporary perspective is dominant, information history as a discipline of its own has not yet crystallized. In bringing together studies around a new research agenda on the relationship between information and power across time and space, presenting various governance regimes, media, materials, and modes of communication, this book forces us to rethink the prospects and challenges for such a new discipline.

The Routledge Companion to Video Game Studies

The Routledge Companion to Video Game Studies
Author :
Publisher : Taylor & Francis
Total Pages : 832
Release :
ISBN-10 : 9781000886023
ISBN-13 : 1000886026
Rating : 4/5 (23 Downloads)

Synopsis The Routledge Companion to Video Game Studies by : Mark J.P. Wolf

A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.

Slave Revolt on Screen

Slave Revolt on Screen
Author :
Publisher : Univ. Press of Mississippi
Total Pages : 348
Release :
ISBN-10 : 9781496833143
ISBN-13 : 1496833147
Rating : 4/5 (43 Downloads)

Synopsis Slave Revolt on Screen by : Alyssa Goldstein Sepinwall

In Slave Revolt on Screen: The Haitian Revolution in Film and Video Games author Alyssa Goldstein Sepinwall analyzes how films and video games from around the world have depicted slave revolt, focusing on the Haitian Revolution (1791–1804). This event, the first successful revolution by enslaved people in modern history, sent shock waves throughout the Atlantic World. Regardless of its historical significance however, this revolution has become less well-known—and appears less often on screen—than most other revolutions; its story, involving enslaved Africans liberating themselves through violence, does not match the suffering-slaves-waiting-for-a-white-hero genre that pervades Hollywood treatments of Black history. Despite Hollywood’s near-silence on this event, some films on the Revolution do exist—from directors in Haiti, the US, France, and elsewhere. Slave Revolt on Screen offers the first-ever comprehensive analysis of Haitian Revolution cinema, including completed films and planned projects that were never made. In addition to studying cinema, this book also breaks ground in examining video games, a pop-culture form long neglected by historians. Sepinwall scrutinizes video game depictions of Haitian slave revolt that appear in games like the Assassin’s Creed series that have reached millions more players than comparable films. In analyzing films and games on the revolution, Slave Revolt on Screen calls attention to the ways that economic legacies of slavery and colonialism warp pop-culture portrayals of the past and leave audiences with distorted understandings.

Africa, Empire and World Disorder

Africa, Empire and World Disorder
Author :
Publisher : Routledge
Total Pages : 360
Release :
ISBN-10 : 9781000166521
ISBN-13 : 100016652X
Rating : 4/5 (21 Downloads)

Synopsis Africa, Empire and World Disorder by : A. G. Hopkins

This volume brings together important articles from the Cambridge historian A. G. Hopkins and reflect the enlargement and evolution of historical studies during the last half century. The essays cover four of the principal historiographical developments of the period: the extraordinary revolution that has led to the writing of non-Western indigenous history; the revitalization of new types of imperial history; the now ubiquitous engagement with global history, including a reinterpretation of American Empire, and the current revival of economic history after several decades of neglect.

Professional Historians in Public

Professional Historians in Public
Author :
Publisher : Walter de Gruyter GmbH & Co KG
Total Pages : 402
Release :
ISBN-10 : 9783111186047
ISBN-13 : 3111186040
Rating : 4/5 (47 Downloads)

Synopsis Professional Historians in Public by : Berber Bevernage

The past decades public interest in history is booming. This creates new opportunities but also challenges for professional historians. This book asks how historians deal with changing public demands for history and how these affect their professional practices, values and identities. The volume offers a great variety of detailed studies of cases where historians have applied their expertise outside the academic sphere. With contributions focusing on Latin America, Africa, Asia, the Pacific and Europe the book has a broad geographical scope. Subdivided in five sections, the book starts with a critical look back on some historians who broke with mainstream academic positions by combining their professional activities with an explicit political partisanship or social engagement. The second section focusses on the challenges historians are confronted with when entering the court room or more generally exposing their expertise to legal frameworks. The third section focuses on the effects of policy driven demands as well as direct political interventions and regulations on the historical profession. A fourth section looks at the challenges and opportunities related to the rise of new digital media. Finally several authors offer their view on normative standards that may help to better respond to new demands and to define role models for publicly engaged historians. This book aims at historians and other academics interested in public uses of history.