Teaching The Middle Ages Through Modern Games
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Author |
: Robert Houghton |
Publisher |
: Walter de Gruyter GmbH & Co KG |
Total Pages |
: 230 |
Release |
: 2022-10-24 |
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.
Author |
: Robert Houghton |
Publisher |
: Bloomsbury Publishing |
Total Pages |
: 289 |
Release |
: 2023-08-24 |
ISBN-10 |
: 9781350242890 |
ISBN-13 |
: 1350242896 |
Rating |
: 4/5 (90 Downloads) |
Synopsis Playing the Middle Ages by : Robert Houghton
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.
Author |
: Vanina Kopp |
Publisher |
: |
Total Pages |
: 356 |
Release |
: 2021-01-14 |
ISBN-10 |
: 2503588727 |
ISBN-13 |
: 9782503588728 |
Rating |
: 4/5 (27 Downloads) |
Synopsis Games and Visual Culture in the Middle Ages and the Renaissance by : Vanina Kopp
During the Middle Ages and the Renaissance, games were not an idle pastime, but were in fact important tools for exploring, transmitting, enhancing, subverting, and challenging social practices and their rules. Their study, through both visual and material sources, offers a unique insight into medieval and early modern gaming culture, shedding light not only on why, where, when, with whom and in what conditions and circumstances people played games, but also on the variety of interpretations that they had of games and play. Representations of games, and of artefacts associated with games, also often served to communicate complex ideas on topics that ranged from war to love, and from politics to theology.00This volume offers a particular focus onto the type of games that required little or no physical exertion and that, consequently, all people could enjoy, regardless of age, gender, status, occupation, or religion. The representations and artefacts discussed here by contributors, who come from varied disciplines including history, literary studies, art history, and archaeology, cover a wide geographical and chronological range, from Spain to Scandinavia to the Ottoman Turkey and from the early medieval period to the seventeenth century and beyond. Far from offering the ?last word? on the subject, it is hoped that this volume will encourage further studies.
Author |
: Robert Houghton |
Publisher |
: Boydell & Brewer |
Total Pages |
: 373 |
Release |
: 2024-11-05 |
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.
Author |
: Robert Houghton |
Publisher |
: Walter de Gruyter GmbH & Co KG |
Total Pages |
: 314 |
Release |
: 2022-10-24 |
ISBN-10 |
: 9783110712032 |
ISBN-13 |
: 3110712032 |
Rating |
: 4/5 (32 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.
Author |
: Karl Fugelso |
Publisher |
: Boydell & Brewer |
Total Pages |
: 271 |
Release |
: 2024-04-16 |
ISBN-10 |
: 9781843847175 |
ISBN-13 |
: 1843847175 |
Rating |
: 4/5 (75 Downloads) |
Synopsis Studies in Medievalism XXXIII by : Karl Fugelso
Essays on the post-modern reception and interpretation of the Middle Ages. Though Studies in Medievalism has hosted many essays on gender, this is the first volume devoted specifically to that theme. The first part features four short essays that directly address manifestations of sexism in postmedieval responses to the Middle Ages: gender substitutions in a Grail Quest episode of the 2023 television series Mrs. Davis, repurposed misogyny in the last two episodes of Game of Thrones (2011-19), traditional gender stereotypes in Capital One's credit card commercials from 2000 to 2013, and "shaggy" medievalism in Robert Eggers' 2022 film The Northman. The second part contains ten longer essays, which collectively continue to demonstrate the ubiquity of gender issues and the extraordinary flexibility of approaches to them. The authors discuss the misogynistic sexualization of Grendel's mother in Parke Godwin's 1995 fantasy novel The Tower of Beowulf, in Graham Baker's 1999 film Beowulf, in three episodes from the television series Xena: Warrior Princess, and in Robert Zemeckis's 2007 film Beowulf; gender substitution in David Lowery's 2021 film The Green Knight and in Kinoku Nasu's and Takashi Takeuchi's anime series Fate (2004-); female authorship of three early-nineteenth-century plays about court ladies' medieval empowerment; extraordinary violence in medievalist video games; nationalism in fake nineteenth-century medievalist documents and in contemporary online fora; racial discrimination in video gaming and in Jim Crow literature; and the condemnation of racism in Maria Dahvana Headley's 2018 novel The Mere Wife.
Author |
: Serina Patterson |
Publisher |
: Springer |
Total Pages |
: 252 |
Release |
: 2015-07-29 |
ISBN-10 |
: 9781137497529 |
ISBN-13 |
: 1137497521 |
Rating |
: 4/5 (29 Downloads) |
Synopsis Games and Gaming in Medieval Literature by : Serina Patterson
The first-of-its-kind, Games and Gaming in Medieval Literature explores the depth and breadth of games in medieval literature and culture. Chapters span from the twelfth to the sixteenth centuries, and cover England, France, Denmark, Poland, and Spain, re-examining medieval games in diverse social settings such as the church, court, and household.
Author |
: Robert Houghton |
Publisher |
: Routledge |
Total Pages |
: 137 |
Release |
: 2021-03-15 |
ISBN-10 |
: 9781000360288 |
ISBN-13 |
: 1000360288 |
Rating |
: 4/5 (88 Downloads) |
Synopsis Playing the Crusades by : Robert Houghton
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.
Author |
: Julie Nichols |
Publisher |
: Emerald Group Publishing |
Total Pages |
: 412 |
Release |
: 2024-01-31 |
ISBN-10 |
: 9781804556160 |
ISBN-13 |
: 1804556165 |
Rating |
: 4/5 (60 Downloads) |
Synopsis Data Curation and Information Systems Design from Australasia by : Julie Nichols
The need for decolonizing mismanagement practices in galleries, libraries, archives, and museums, of First Nations peoples’ materials and knowledge has been widely recognised. Authors from Indigenous and non-Indigenous backgrounds powerfully challenge entrenched assumptions of knowledge capture and dissemination of the western academy.
Author |
: Bruce Robertson |
Publisher |
: Getty Publications |
Total Pages |
: 44 |
Release |
: 1999 |
ISBN-10 |
: 089236372X |
ISBN-13 |
: 9780892363728 |
Rating |
: 4/5 (2X Downloads) |
Synopsis Marguerite Makes a Book by : Bruce Robertson
In medieval Paris, Marguerite helps her nearly blind father finish painting an illuminated manuscript for his patron, Lady Isabelle. 46 color illustrations.