Author: Robert Houghton
Publisher: Routledge
ISBN: 1000360288
Category : History
Languages : en
Pages : 143
Book Description
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.
Playing the Crusades
Author: Robert Houghton
Publisher: Routledge
ISBN: 1000360288
Category : History
Languages : en
Pages : 143
Book Description
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.
Publisher: Routledge
ISBN: 1000360288
Category : History
Languages : en
Pages : 143
Book Description
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.
Playing the Middle Ages
Author: Robert Houghton
Publisher: Bloomsbury Publishing
ISBN: 135024290X
Category : History
Languages : en
Pages : 289
Book Description
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.
Publisher: Bloomsbury Publishing
ISBN: 135024290X
Category : History
Languages : en
Pages : 289
Book Description
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.
Denmark and the Crusades, 1400-1650
Author: Janus Møller Jensen
Publisher: BRILL
ISBN: 9047419847
Category : History
Languages : en
Pages : 443
Book Description
This first full-length study of the role of crusading in late-medieval and early modern Denmark from about 1400 to 1650 offers new perspectives to international crusade studies. The first part of the book proves that crusading had a tremendous impact on political and religious life in Scandinavia all through the Middle Ages. Danish kings argued in the fifteenth century that they had their own northern crusade frontier, which stretched across Scandinavia from Russia in the east well into the North Atlantic and Greenland in the west. A series of expeditions in the North Atlantic were considered to be crusades aimed at re-conquering Greenland as a stepping stone towards India and the realm of Prester John, which was argued to be originally Danish, adding a much neglected corner to the expansion of Christendom in this period. The second part shows that the impact of crusading continued long after the Reformation ostensibly should have put an end to its viability within Protestant Denmark.
Publisher: BRILL
ISBN: 9047419847
Category : History
Languages : en
Pages : 443
Book Description
This first full-length study of the role of crusading in late-medieval and early modern Denmark from about 1400 to 1650 offers new perspectives to international crusade studies. The first part of the book proves that crusading had a tremendous impact on political and religious life in Scandinavia all through the Middle Ages. Danish kings argued in the fifteenth century that they had their own northern crusade frontier, which stretched across Scandinavia from Russia in the east well into the North Atlantic and Greenland in the west. A series of expeditions in the North Atlantic were considered to be crusades aimed at re-conquering Greenland as a stepping stone towards India and the realm of Prester John, which was argued to be originally Danish, adding a much neglected corner to the expansion of Christendom in this period. The second part shows that the impact of crusading continued long after the Reformation ostensibly should have put an end to its viability within Protestant Denmark.
Teaching the Middle Ages through Modern Games
Author: Robert Houghton
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110712113
Category : History
Languages : en
Pages : 230
Book Description
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.
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110712113
Category : History
Languages : en
Pages : 230
Book Description
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.
Byzantium and the Crusades
Author: Jonathan Harris
Publisher: A&C Black
ISBN: 9781852855017
Category : History
Languages : en
Pages : 296
Book Description
The first great city to which the Crusaders came in 1089 was not Jerusalem but Constantinople, the capital of the Byzantine Empire. Almost as much as Jerusalem itself, Constantinople was the key to the foundation, survival and ultimate eclipse of the crusading kingdom.
Publisher: A&C Black
ISBN: 9781852855017
Category : History
Languages : en
Pages : 296
Book Description
The first great city to which the Crusaders came in 1089 was not Jerusalem but Constantinople, the capital of the Byzantine Empire. Almost as much as Jerusalem itself, Constantinople was the key to the foundation, survival and ultimate eclipse of the crusading kingdom.
Narrating the Crusades
Author: Lee Manion
Publisher: Cambridge University Press
ISBN: 1139917188
Category : Literary Criticism
Languages : en
Pages : 321
Book Description
In Narrating the Crusades, Lee Manion examines crusading's narrative-generating power as it is reflected in English literature from c.1300 to 1604. By synthesizing key features of crusade discourse into one paradigm, this book identifies and analyzes the kinds of stories crusading produced in England, uncovering new evidence for literary and historical research as well as genre studies. Surveying medieval romances including Richard Cœur de Lion, Sir Isumbras, Octavian, and The Sowdone of Babylone alongside historical practices, chronicles, and treatises, this study shows how different forms of crusading literature address cultural concerns about collective and private action. These insights extend to early modern writing, including Spenser's Faerie Queene, Marlowe's Tamburlaine, and Shakespeare's Othello, providing a richer understanding of how crusading's narrative shaped the beginning of the modern era. This first full-length examination of English crusading literature will be an essential resource for the study of crusading in literary and historical contexts.
Publisher: Cambridge University Press
ISBN: 1139917188
Category : Literary Criticism
Languages : en
Pages : 321
Book Description
In Narrating the Crusades, Lee Manion examines crusading's narrative-generating power as it is reflected in English literature from c.1300 to 1604. By synthesizing key features of crusade discourse into one paradigm, this book identifies and analyzes the kinds of stories crusading produced in England, uncovering new evidence for literary and historical research as well as genre studies. Surveying medieval romances including Richard Cœur de Lion, Sir Isumbras, Octavian, and The Sowdone of Babylone alongside historical practices, chronicles, and treatises, this study shows how different forms of crusading literature address cultural concerns about collective and private action. These insights extend to early modern writing, including Spenser's Faerie Queene, Marlowe's Tamburlaine, and Shakespeare's Othello, providing a richer understanding of how crusading's narrative shaped the beginning of the modern era. This first full-length examination of English crusading literature will be an essential resource for the study of crusading in literary and historical contexts.
History in Games
Author: Martin Lorber
Publisher: transcript Verlag
ISBN: 3839454204
Category : Social Science
Languages : en
Pages : 285
Book Description
Where do we end up when we enter the time machine that is the digital game? One axiomatic truth of historical research is that the past is the time-space that eludes human intervention. Every account made of the past is therefore only an approximation. But how is it that strolling through ancient Alexandria can feel so real in the virtual world? Claims of authenticity are prominent in discussions surrounding the digital games of our time. What is historical authenticity and does it even matter? When does authenticity or the lack thereof become political? By answering these questions, the book illuminates the ubiquitous category of authenticity from the perspective of historical game studies.
Publisher: transcript Verlag
ISBN: 3839454204
Category : Social Science
Languages : en
Pages : 285
Book Description
Where do we end up when we enter the time machine that is the digital game? One axiomatic truth of historical research is that the past is the time-space that eludes human intervention. Every account made of the past is therefore only an approximation. But how is it that strolling through ancient Alexandria can feel so real in the virtual world? Claims of authenticity are prominent in discussions surrounding the digital games of our time. What is historical authenticity and does it even matter? When does authenticity or the lack thereof become political? By answering these questions, the book illuminates the ubiquitous category of authenticity from the perspective of historical game studies.
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.
A History of the Crusades, Volume 2
Author: Robert Lee Wolff
Publisher: University of Pennsylvania Press
ISBN: 1512819565
Category : History
Languages : en
Pages : 890
Book Description
This book is a volume in the Penn Press Anniversary Collection. To mark its 125th anniversary in 2015, the University of Pennsylvania Press rereleased more than 1,100 titles from Penn Press's distinguished backlist from 1899-1999 that had fallen out of print. Spanning an entire century, the Anniversary Collection offers peer-reviewed scholarship in a wide range of subject areas.
Publisher: University of Pennsylvania Press
ISBN: 1512819565
Category : History
Languages : en
Pages : 890
Book Description
This book is a volume in the Penn Press Anniversary Collection. To mark its 125th anniversary in 2015, the University of Pennsylvania Press rereleased more than 1,100 titles from Penn Press's distinguished backlist from 1899-1999 that had fallen out of print. Spanning an entire century, the Anniversary Collection offers peer-reviewed scholarship in a wide range of subject areas.
The Battered Shield of Faith
Author: Shaun McIntosh
Publisher: Xlibris Corporation
ISBN: 1450002900
Category : Religion
Languages : en
Pages : 228
Book Description
This book is the result of a journey. You could think of it as a biography of sorts. It is the result of an odyssey into the very heart of hell itself, where the skeptics and critics rule as kings. There the hard questions were asked. Harsh discoveries were made and the uneasy truth found. The truth of the skeptic mindset was unearthed and the reality of the Christian mind was established. It is the experiences gained from this odyssey that I present to you now. My greatest hope is that your faith may be strengthened by my experiences.
Publisher: Xlibris Corporation
ISBN: 1450002900
Category : Religion
Languages : en
Pages : 228
Book Description
This book is the result of a journey. You could think of it as a biography of sorts. It is the result of an odyssey into the very heart of hell itself, where the skeptics and critics rule as kings. There the hard questions were asked. Harsh discoveries were made and the uneasy truth found. The truth of the skeptic mindset was unearthed and the reality of the Christian mind was established. It is the experiences gained from this odyssey that I present to you now. My greatest hope is that your faith may be strengthened by my experiences.