Author: Irene Berti
Publisher: Bloomsbury Academic
ISBN: 135007540X
Category : Art
Languages : en
Pages : 329
Book Description
The collected essays in this volume focus on the presentation, representation and interpretation of ancient violence – from war to slavery, , rape and murder – in the modern visual and performing arts, with special attention to videogames and dance as well as the more usual media of film, literature and theatre. Violence, fury and the dread that they provoke are factors that appear frequently in the ancient sources. The dark side of antiquity, so distant from the ideal of purity and harmony that the classical heritage until recently usually called forth, has repeatedly struck the imagination of artists, writers and scholars across ages and cultures. A global assembly of contributors, from Europe to Brazil and from the US to New Zealand, consider historical and mythical violence in Stanley Kubrick's Spartacus and the 2010 TV series of the same name, in Ridley Scott's Gladiator, in the work of Lars von Trier, and in Soviet ballet and the choreography of Martha Graham and Anita Berber. Representations of Roman warfare appear in videogames such as Ryse: Son of Romeand Total War, as well as recent comics, and examples from both these media are analysed in the volume. Finally, interviews with two artists offer insight into the ways in which practitioners understand and engage with the complex reception of these themes.
Ancient Violence in the Modern Imagination
Author: Irene Berti
Publisher: Bloomsbury Academic
ISBN: 135007540X
Category : Art
Languages : en
Pages : 329
Book Description
The collected essays in this volume focus on the presentation, representation and interpretation of ancient violence – from war to slavery, , rape and murder – in the modern visual and performing arts, with special attention to videogames and dance as well as the more usual media of film, literature and theatre. Violence, fury and the dread that they provoke are factors that appear frequently in the ancient sources. The dark side of antiquity, so distant from the ideal of purity and harmony that the classical heritage until recently usually called forth, has repeatedly struck the imagination of artists, writers and scholars across ages and cultures. A global assembly of contributors, from Europe to Brazil and from the US to New Zealand, consider historical and mythical violence in Stanley Kubrick's Spartacus and the 2010 TV series of the same name, in Ridley Scott's Gladiator, in the work of Lars von Trier, and in Soviet ballet and the choreography of Martha Graham and Anita Berber. Representations of Roman warfare appear in videogames such as Ryse: Son of Romeand Total War, as well as recent comics, and examples from both these media are analysed in the volume. Finally, interviews with two artists offer insight into the ways in which practitioners understand and engage with the complex reception of these themes.
Publisher: Bloomsbury Academic
ISBN: 135007540X
Category : Art
Languages : en
Pages : 329
Book Description
The collected essays in this volume focus on the presentation, representation and interpretation of ancient violence – from war to slavery, , rape and murder – in the modern visual and performing arts, with special attention to videogames and dance as well as the more usual media of film, literature and theatre. Violence, fury and the dread that they provoke are factors that appear frequently in the ancient sources. The dark side of antiquity, so distant from the ideal of purity and harmony that the classical heritage until recently usually called forth, has repeatedly struck the imagination of artists, writers and scholars across ages and cultures. A global assembly of contributors, from Europe to Brazil and from the US to New Zealand, consider historical and mythical violence in Stanley Kubrick's Spartacus and the 2010 TV series of the same name, in Ridley Scott's Gladiator, in the work of Lars von Trier, and in Soviet ballet and the choreography of Martha Graham and Anita Berber. Representations of Roman warfare appear in videogames such as Ryse: Son of Romeand Total War, as well as recent comics, and examples from both these media are analysed in the volume. Finally, interviews with two artists offer insight into the ways in which practitioners understand and engage with the complex reception of these themes.
The Smells and Senses of Antiquity in the Modern Imagination
Author: Adeline Grand-Clément
Publisher: Bloomsbury Publishing
ISBN: 1350169749
Category : History
Languages : en
Pages : 295
Book Description
This volume tackles the role of smell, under-explored in relation to the other senses, in the modern rejection, reappraisal and idealisation of antiquity. Among the senses olfaction in particular has often been overlooked in classical reception studies due to its evanescent nature, which makes this sense difficult to apprehend in its past instantiations. And yet, the smells associated with a given figure or social group convey a rich imagery which in turn connotes specific values: perfumes, scents and foul odours both reflect and mould the ways in which a society thinks or acts. Smells also help to distinguish between male and female, citizens and strangers, and play an important role during rituals. The Smells and Senses of Antiquity in the Modern Imagination focuses on the representation of ancient smells - both enticing and repugnant - in the visual and performative arts from the late 18th century up to the 21st century. The individual contributions explore painting, sculpture, literature and film, but also theatrical performance, museum exhibitions, advertising, television series, historical reenactment and graphic novels, which have all played a part in reshaping modern audiences' perceptions and experiences of the antique.
Publisher: Bloomsbury Publishing
ISBN: 1350169749
Category : History
Languages : en
Pages : 295
Book Description
This volume tackles the role of smell, under-explored in relation to the other senses, in the modern rejection, reappraisal and idealisation of antiquity. Among the senses olfaction in particular has often been overlooked in classical reception studies due to its evanescent nature, which makes this sense difficult to apprehend in its past instantiations. And yet, the smells associated with a given figure or social group convey a rich imagery which in turn connotes specific values: perfumes, scents and foul odours both reflect and mould the ways in which a society thinks or acts. Smells also help to distinguish between male and female, citizens and strangers, and play an important role during rituals. The Smells and Senses of Antiquity in the Modern Imagination focuses on the representation of ancient smells - both enticing and repugnant - in the visual and performative arts from the late 18th century up to the 21st century. The individual contributions explore painting, sculpture, literature and film, but also theatrical performance, museum exhibitions, advertising, television series, historical reenactment and graphic novels, which have all played a part in reshaping modern audiences' perceptions and experiences of the antique.
Playful Classics
Author: Juliette Harrisson
Publisher: Bloomsbury Publishing
ISBN: 1350418641
Category : History
Languages : en
Pages : 289
Book Description
This is the first book to deal exclusively with ludic interactions with classical antiquity – an understudied research area within classical reception studies – that can shed light on current processes of construction and appropriation of the Greco-Roman world. Classical antiquity has, for many years, been sold as a product and consumed in a wide variety of forms of entertainment. As a result, games, playing and playful experiences are a privileged space for the reception of antiquity. Through the medium of games, players, performers and audiences are put into direct contact with the classical past, and encouraged to experience it in a participative, creative and subjective fashion. The chapters in this volume, written by scholars and practitioners, cover a variety of topics and cultural artefacts including toys, board games and video games, as well as immersive experiences such as museums, theme parks and toga parties. The contributors tackle contemporary ludic practices and several papers establish a dialogue between artists and scholars, contrasting and harmonising their different approaches to the role of playfulness. Other chapters explore the educational potential of these manifestations, or their mediating role in shaping our conceptions of ancient Greece and Rome. Altogether, this edited collection is the first to offer a comprehensive overview of the ways we can play with antiquity.
Publisher: Bloomsbury Publishing
ISBN: 1350418641
Category : History
Languages : en
Pages : 289
Book Description
This is the first book to deal exclusively with ludic interactions with classical antiquity – an understudied research area within classical reception studies – that can shed light on current processes of construction and appropriation of the Greco-Roman world. Classical antiquity has, for many years, been sold as a product and consumed in a wide variety of forms of entertainment. As a result, games, playing and playful experiences are a privileged space for the reception of antiquity. Through the medium of games, players, performers and audiences are put into direct contact with the classical past, and encouraged to experience it in a participative, creative and subjective fashion. The chapters in this volume, written by scholars and practitioners, cover a variety of topics and cultural artefacts including toys, board games and video games, as well as immersive experiences such as museums, theme parks and toga parties. The contributors tackle contemporary ludic practices and several papers establish a dialogue between artists and scholars, contrasting and harmonising their different approaches to the role of playfulness. Other chapters explore the educational potential of these manifestations, or their mediating role in shaping our conceptions of ancient Greece and Rome. Altogether, this edited collection is the first to offer a comprehensive overview of the ways we can play with antiquity.
Classical Reception
Author: Anastasia Bakogianni
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 311077383X
Category : Literary Criticism
Languages : en
Pages : 279
Book Description
In a time of acute crisis when our societies face a complex series of challenges (race, gender, inclusivity, changing pedagogical needs and a global pandemic) we urgently need to re-access the nature of our engagement with the Classical World. This edited collection argues that we need to discover new ways to draw on our discipline and the material it studies to engage in meaningful ways with these new academic and societal challenges. The chapters included in the collection interrogate the very processes of reception and continue the work of destabilising the concept of a pure source text or point of origin. Our aim is to break through the boundaries that still divide our ancient texts and material culture from their reception, and interpretive communities. Our contributors engage with these questions theoretically and/or through the close examination of cultural artefacts. They problematise the concept of a Western, elitist canon and actively push the geographical boundaries of reception as both a local and a global phenomenon. Individually and cumulatively, they actively engage with the question of how to marshal the classical past in our efforts to respond to the challenges of our mutable contemporary world.
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 311077383X
Category : Literary Criticism
Languages : en
Pages : 279
Book Description
In a time of acute crisis when our societies face a complex series of challenges (race, gender, inclusivity, changing pedagogical needs and a global pandemic) we urgently need to re-access the nature of our engagement with the Classical World. This edited collection argues that we need to discover new ways to draw on our discipline and the material it studies to engage in meaningful ways with these new academic and societal challenges. The chapters included in the collection interrogate the very processes of reception and continue the work of destabilising the concept of a pure source text or point of origin. Our aim is to break through the boundaries that still divide our ancient texts and material culture from their reception, and interpretive communities. Our contributors engage with these questions theoretically and/or through the close examination of cultural artefacts. They problematise the concept of a Western, elitist canon and actively push the geographical boundaries of reception as both a local and a global phenomenon. Individually and cumulatively, they actively engage with the question of how to marshal the classical past in our efforts to respond to the challenges of our mutable contemporary world.
The Reception of Cleopatra in the Age of Mass Media
Author: Gregory N. Daugherty
Publisher: Bloomsbury Publishing
ISBN: 135034074X
Category : History
Languages : en
Pages : 249
Book Description
This study examines the reception of Cleopatra from the beginning of the 20th century to the present day as it has been reflected in popular culture in the United States of America. Daugherty provides a broad overview of the influence of the Egyptian queen by looking at her presence in film, novels, comics, cartoons, TV shows, music, advertising and toys. The aim of the book is to show the different ways in which the figure of Cleopatra was able to reach a large and non-elite audience. Furthermore, Daugherty makes a study of the reception of Cleopatra during her own lifetime. He begins by looking at her portrayal in the vicious propaganda campaign waged by Octavian against his rival Marc Antony. The consequence was that Cleopatra was left with a tarnished reputation after the civil war. Daugherty's examination of both the historical and contemporary reception of Cleopatra shows the enduring legacy of one of history's most remarkable queens.
Publisher: Bloomsbury Publishing
ISBN: 135034074X
Category : History
Languages : en
Pages : 249
Book Description
This study examines the reception of Cleopatra from the beginning of the 20th century to the present day as it has been reflected in popular culture in the United States of America. Daugherty provides a broad overview of the influence of the Egyptian queen by looking at her presence in film, novels, comics, cartoons, TV shows, music, advertising and toys. The aim of the book is to show the different ways in which the figure of Cleopatra was able to reach a large and non-elite audience. Furthermore, Daugherty makes a study of the reception of Cleopatra during her own lifetime. He begins by looking at her portrayal in the vicious propaganda campaign waged by Octavian against his rival Marc Antony. The consequence was that Cleopatra was left with a tarnished reputation after the civil war. Daugherty's examination of both the historical and contemporary reception of Cleopatra shows the enduring legacy of one of history's most remarkable queens.
Screening Love and War in Troy: Fall of a City
Author: Antony Augoustakis
Publisher: Bloomsbury Publishing
ISBN: 1350144258
Category : Religion
Languages : en
Pages : 280
Book Description
This is the first volume of essays published on the television series Troy: Fall of a City (BBC One and Netflix, 2018). Covering a wide range of engaging topics, such as gender, race and politics, international scholars in the fields of classics, history and film studies discuss how the story of Troy has been recreated on screen to suit the expectations of modern audiences. The series is commended for the thought-provoking way it handles important issues arising from the Trojan War narrative that continue to impact our society today. With discussions centered on epic narrative, cast and character, as well as tragic resonances, the contributors tackle gender roles by exploring the innovative ways in which mythological female figures such as Helen, Aphrodite and the Amazons are depicted in the series. An examination is also made into the concept of the hero and how the series challenges conventional representations of masculinity. We encounter a significant investigation of race focusing on the controversial casting of Achilles, Patroclus, Zeus and other series characters with Black actors. Several essays deal with the moral and ethical complexities surrounding warfare, power and politics. The significance of costume and production design are also explored throughout the volume.
Publisher: Bloomsbury Publishing
ISBN: 1350144258
Category : Religion
Languages : en
Pages : 280
Book Description
This is the first volume of essays published on the television series Troy: Fall of a City (BBC One and Netflix, 2018). Covering a wide range of engaging topics, such as gender, race and politics, international scholars in the fields of classics, history and film studies discuss how the story of Troy has been recreated on screen to suit the expectations of modern audiences. The series is commended for the thought-provoking way it handles important issues arising from the Trojan War narrative that continue to impact our society today. With discussions centered on epic narrative, cast and character, as well as tragic resonances, the contributors tackle gender roles by exploring the innovative ways in which mythological female figures such as Helen, Aphrodite and the Amazons are depicted in the series. An examination is also made into the concept of the hero and how the series challenges conventional representations of masculinity. We encounter a significant investigation of race focusing on the controversial casting of Achilles, Patroclus, Zeus and other series characters with Black actors. Several essays deal with the moral and ethical complexities surrounding warfare, power and politics. The significance of costume and production design are also explored throughout the volume.
Pompeii in the Visual and Performing Arts
Author: Mirella Romero Recio
Publisher: Bloomsbury Publishing
ISBN: 1350277908
Category : History
Languages : en
Pages : 257
Book Description
This volume examines the influence that Pompeii and, to a lesser extent, Herculaneum had on the visual and performing arts in Spain and countries across South America. Covering topics from architecture, painting and decorative arts to theatre, dance and photography, the reader will gain insight into the reception of classical antiquity through the analysis of the close cultural ties between both sides of the Atlantic, in the past and the present. Each contribution has been written by a specialist researcher participating in the project, 'The Reception and Influence of Pompeii and Herculaneum in Spain and Ibero-America', funded by the Spanish Ministry of Science and Innovation (PGC2018-093509-B-I00 Ministry of Science and Innovation/AEI/ERDF/EU). Pompeii in the Visual and Performing Arts begins by examining the influence of Pompeiian architecture in Spain in paintings that depict scenes inspired by Roman scenes and also buildings modelled on those of Pompeii. Next, the influence of Pompeii crosses the Atlantic to Mexico with a study of the archaeological site's influence on the visual and performing arts. An exploration of the elitist use of the ancient past in architecture is seen in Chilean architecture, which leads onto an investigation of the new art styles that emerged in the 19th century. Later chapters look into the influence of the ancient frescoes and the use of modern plaster casts of statues. The final chapters are devoted to comics and photography, which also make a study of the places in Latin America nicknamed 'Pompeii' in the 20th and 21st centuries.
Publisher: Bloomsbury Publishing
ISBN: 1350277908
Category : History
Languages : en
Pages : 257
Book Description
This volume examines the influence that Pompeii and, to a lesser extent, Herculaneum had on the visual and performing arts in Spain and countries across South America. Covering topics from architecture, painting and decorative arts to theatre, dance and photography, the reader will gain insight into the reception of classical antiquity through the analysis of the close cultural ties between both sides of the Atlantic, in the past and the present. Each contribution has been written by a specialist researcher participating in the project, 'The Reception and Influence of Pompeii and Herculaneum in Spain and Ibero-America', funded by the Spanish Ministry of Science and Innovation (PGC2018-093509-B-I00 Ministry of Science and Innovation/AEI/ERDF/EU). Pompeii in the Visual and Performing Arts begins by examining the influence of Pompeiian architecture in Spain in paintings that depict scenes inspired by Roman scenes and also buildings modelled on those of Pompeii. Next, the influence of Pompeii crosses the Atlantic to Mexico with a study of the archaeological site's influence on the visual and performing arts. An exploration of the elitist use of the ancient past in architecture is seen in Chilean architecture, which leads onto an investigation of the new art styles that emerged in the 19th century. Later chapters look into the influence of the ancient frescoes and the use of modern plaster casts of statues. The final chapters are devoted to comics and photography, which also make a study of the places in Latin America nicknamed 'Pompeii' in the 20th and 21st centuries.
Women in Classical Video Games
Author: Jane Draycott
Publisher: Bloomsbury Publishing
ISBN: 1350241938
Category : History
Languages : en
Pages : 288
Book Description
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 modern day, 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, with particular attention paid to the Assassin's Creed franchise's 21st-century ventures into classical antiquity (first in Origins (2017), set in Hellenistic Egypt, and then in Odyssey (2018), set in classical Greece), which have caught the imagination not only of gamers, but also of academics, especially in relation to their accompanying educational Discovery Modes. 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.
Publisher: Bloomsbury Publishing
ISBN: 1350241938
Category : History
Languages : en
Pages : 288
Book Description
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 modern day, 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, with particular attention paid to the Assassin's Creed franchise's 21st-century ventures into classical antiquity (first in Origins (2017), set in Hellenistic Egypt, and then in Odyssey (2018), set in classical Greece), which have caught the imagination not only of gamers, but also of academics, especially in relation to their accompanying educational Discovery Modes. 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.
Political Violence in Ancient India
Author: Upinder Singh
Publisher: Harvard University Press
ISBN: 0674981286
Category : History
Languages : en
Pages : 617
Book Description
Mahatma Gandhi and Jawaharlal Nehru helped create the myth of a nonviolent ancient India while building a modern independence movement on the principle of nonviolence (ahimsa). But this myth obscures a troubled and complex heritage: a long struggle to reconcile the ethics of nonviolence with the need to use violence to rule. Upinder Singh documents the dynamic tension between violence and nonviolence in ancient Indian political thought and practice over twelve hundred years. Political Violence in Ancient India looks at representations of kingship and political violence in epics, religious texts, political treatises, plays, poems, inscriptions, and art from 600 BCE to 600 CE. As kings controlled their realms, fought battles, and meted out justice, intellectuals debated the boundary between the force required to sustain power and the excess that led to tyranny and oppression. Duty (dharma) and renunciation were important in this discussion, as were punishment, war, forest tribes, and the royal hunt. Singh reveals a range of perspectives that defy rigid religious categorization. Buddhists, Jainas, and even the pacifist Maurya emperor Ashoka recognized that absolute nonviolence was impossible for kings. By 600 CE religious thinkers, political theorists, and poets had justified and aestheticized political violence to a great extent. Nevertheless, questions, doubt, and dissent remained. These debates are as important for understanding political ideas in the ancient world as for thinking about the problem of political violence in our own time.
Publisher: Harvard University Press
ISBN: 0674981286
Category : History
Languages : en
Pages : 617
Book Description
Mahatma Gandhi and Jawaharlal Nehru helped create the myth of a nonviolent ancient India while building a modern independence movement on the principle of nonviolence (ahimsa). But this myth obscures a troubled and complex heritage: a long struggle to reconcile the ethics of nonviolence with the need to use violence to rule. Upinder Singh documents the dynamic tension between violence and nonviolence in ancient Indian political thought and practice over twelve hundred years. Political Violence in Ancient India looks at representations of kingship and political violence in epics, religious texts, political treatises, plays, poems, inscriptions, and art from 600 BCE to 600 CE. As kings controlled their realms, fought battles, and meted out justice, intellectuals debated the boundary between the force required to sustain power and the excess that led to tyranny and oppression. Duty (dharma) and renunciation were important in this discussion, as were punishment, war, forest tribes, and the royal hunt. Singh reveals a range of perspectives that defy rigid religious categorization. Buddhists, Jainas, and even the pacifist Maurya emperor Ashoka recognized that absolute nonviolence was impossible for kings. By 600 CE religious thinkers, political theorists, and poets had justified and aestheticized political violence to a great extent. Nevertheless, questions, doubt, and dissent remained. These debates are as important for understanding political ideas in the ancient world as for thinking about the problem of political violence in our own time.
The Middle Ages in Computer Games
Author: Robert Houghton
Publisher: Boydell & Brewer
ISBN: 1843847299
Category : Games & Activities
Languages : en
Pages : 373
Book Description
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.
Publisher: Boydell & Brewer
ISBN: 1843847299
Category : Games & Activities
Languages : en
Pages : 373
Book Description
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.