Early Modernity And Video Games

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Early Modernity and Video Games

Author : Florian Kerschbaumer,Tobias Winnerling
Publisher : Cambridge Scholars Publishing
Page : 265 pages
File Size : 43,7 Mb
Release : 2014-06-26
Category : History
ISBN : 9781443862349

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Early Modernity and Video Games by Florian Kerschbaumer,Tobias Winnerling Pdf

We cannot think of modern society without also thinking of video games. And we cannot think of video games without thinking of history either. Games that deal with history are sold in ever-increasing numbers, striving to create increasingly lively images of things past. For the science of history, this means that the presentation of historical content in such games has to be questioned, as well as the conceptions of history they embody. How do games create the feeling that they portray a past acceptable to their players? Do these popular representations of history intersect with academic narratives, or not? While a considerable body of work on similar questions already exists, both for medieval history as well as for those games dealing with the 20th century, early modernity has not yet been treated in this context. As many games draw their imagery – perhaps their success, too? – from the years between 1450 and 1815, it is to their understanding that this volume is dedicated. The contributions encompass a wide range of subjects and games, from Age of Empires to Assassin’s Creed, from Critical Discourse Analysis to Ludology. One aim unites them, namely an understanding of what happens when video games encounter early modernity.

Playthings in Early Modernity

Author : Allison Levy
Publisher : Medieval Institute Publications
Page : 354 pages
File Size : 45,5 Mb
Release : 2017-02-22
Category : History
ISBN : 9781580442619

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Playthings in Early Modernity by Allison Levy Pdf

An innovative volume of fifteen interdisciplinary essays at the nexus of material culture, performance studies, and game theory, Playthings in Early Modernity emphasizes the rules of the game(s) as well as the breaking of those rules. Thus, the titular "plaything" is understood as both an object and a person, and play, in the early modern world, is treated not merely as a pastime, a leisurely pursuit, but as a pivotal part of daily life, a strategic psychosocial endeavor.

What is Early Modern History?

Author : Merry E. Wiesner-Hanks
Publisher : John Wiley & Sons
Page : 160 pages
File Size : 52,5 Mb
Release : 2021-01-20
Category : History
ISBN : 9781509540587

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What is Early Modern History? by Merry E. Wiesner-Hanks Pdf

What is Early Modern History? offers a concise guide to investigations of the era from the fifteenth to eighteenth centuries and an entry-point to larger questions about how we divide and organize the past and how the discipline of history has evolved. Merry Wiesner-Hanks showcases the new research and innovative methods that have altered our understanding of this fascinating period. She examines various subfields and approaches in early modern history, and the marks of modernity that scholars have highlighted in these, from individualism to the Little Ice Age. Moving beyond Europe, she surveys the growth of the Atlantic World and global history, exploring key topics such as the Columbian Exchange, the slave trade, cultural interactions and blending, and the environment. She also considers popular and public representations of the early modern period, which are often how students – and others – first become curious. Elegantly written and passionately argued, What is Early Modern History? provides an essential invitation to the field for both students and scholars.

Teaching the Middle Ages through Modern Games

Author : Robert Houghton
Publisher : Walter de Gruyter GmbH & Co KG
Page : 230 pages
File Size : 51,8 Mb
Release : 2022-10-24
Category : History
ISBN : 9783110712117

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Teaching the Middle Ages through Modern Games by Robert Houghton Pdf

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.

Classical Antiquity in Video Games

Author : Christian Rollinger
Publisher : Bloomsbury Publishing
Page : 312 pages
File Size : 44,8 Mb
Release : 2020-01-09
Category : History
ISBN : 9781350066649

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Classical Antiquity in Video Games by Christian Rollinger Pdf

From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. With successful series such as “Assassin's Creed” or "Civilization” selling millions of copies, video games rival even television and cinema in their role in shaping younger audiences' perceptions of the past. Yet classical scholarship, though embracing other popular media as areas of research, has so far largely ignored video games as a vehicle of classical reception. This collection of essays fills this gap with a dedicated study of receptions, remediations and representations of Classical Antiquity across all electronic gaming platforms and genres. It presents cutting-edge research in classics and classical receptions, game studies and archaeogaming, adopting different perspectives and combining papers from scholars, gamers, game developers and historical consultants. In doing so, it delivers the first state-of-the-art account of both the wide array of 'ancient' video games, as well as the challenges and rewards of this new and exciting field.

Playing the Middle Ages

Author : Robert Houghton
Publisher : Bloomsbury Publishing
Page : 289 pages
File Size : 50,9 Mb
Release : 2023-08-24
Category : History
ISBN : 9781350242890

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Playing the Middle Ages by Robert Houghton Pdf

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.

Ancient Violence in the Modern Imagination

Author : Irene Berti,Maria G. Castello,Carla Scilabra
Publisher : Bloomsbury Publishing
Page : 312 pages
File Size : 41,7 Mb
Release : 2020-10-15
Category : Art
ISBN : 9781350075412

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Ancient Violence in the Modern Imagination by Irene Berti,Maria G. Castello,Carla Scilabra Pdf

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 Rome and 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.

Playing the Crusades

Author : Robert Houghton
Publisher : Routledge
Page : 137 pages
File Size : 51,9 Mb
Release : 2021-03-15
Category : History
ISBN : 9781000360288

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Playing the Crusades by Robert Houghton Pdf

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.

The Ultimate History of Video Games, Volume 2

Author : Steven L. Kent
Publisher : Crown
Page : 592 pages
File Size : 44,7 Mb
Release : 2021-08-24
Category : Social Science
ISBN : 9781984825445

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The Ultimate History of Video Games, Volume 2 by Steven L. Kent Pdf

The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.

History in Games

Author : Martin Lorber,Felix Zimmermann
Publisher : transcript Verlag
Page : 285 pages
File Size : 55,9 Mb
Release : 2020-10-31
Category : Social Science
ISBN : 9783839454206

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History in Games by Martin Lorber,Felix Zimmermann Pdf

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.

Virtual History

Author : A. Martin Wainwright
Publisher : Routledge
Page : 222 pages
File Size : 48,8 Mb
Release : 2019-06-28
Category : History
ISBN : 9781351653374

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Virtual History by A. Martin Wainwright Pdf

Virtual History examines many of the most popular historical video games released over the last decade and explores their portrayal of history. The book looks at the motives and perspectives of game designers and marketers, as well as the societal expectations addressed, through contingency and determinism, economics, the environment, culture, ethnicity, gender, and violence. Approaching videogames as a compelling art form that can simultaneously inform and mislead, the book considers the historical accuracy of videogames, while also exploring how they depict the underlying processes of history and highlighting their strengths as tools for understanding history. The first survey of the historical content and approach of popular videogames designed with students in mind, it argues that games can depict history and engage players with it in a useful way, encouraging the reader to consider the games they play from a different perspective. Supported by examples and screenshots that contextualize the discussion, Virtual History is a useful resource for students of media and world history as well as those focusing on the portrayal of history through the medium of videogames.

The Epic Evolution of Video Games

Author : Arie Kaplan
Publisher : Lerner Publications
Page : 36 pages
File Size : 55,5 Mb
Release : 2013-10-01
Category : Juvenile Nonfiction
ISBN : 9781467712484

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The Epic Evolution of Video Games by Arie Kaplan Pdf

Have you ever wondered what video games would be like if they never changed? The first games were little more than bouncing dots on a plain screen. Modern games include astonishing action, realistic environments, and epic story lines. Take a look at how video games have evolved over the years, and learn about the kinds of games we might be playing in the future.

Media Technologies and the Digital Humanities in Medieval and Early Modern Studies

Author : Katharine D. Scherff,Lane J. Sobehrad
Publisher : Taylor & Francis
Page : 211 pages
File Size : 50,9 Mb
Release : 2023-03-17
Category : Art
ISBN : 9781000852820

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Media Technologies and the Digital Humanities in Medieval and Early Modern Studies by Katharine D. Scherff,Lane J. Sobehrad Pdf

Through a multidisciplinary collection of case studies, this book explores the effects of the digital age on medieval and early modern studies. Divided into five parts, the book examines how people, medieval and modern, engage with medieval media and technology through an exploration of the theory underpinning audience interactions with historical materials in the past and the real-world engagement of a twenty-first century audience with medieval and early modern studies through the multimodal lens of a vast digital landscape. Each case study reveals the diversity of medieval media and technology and challenges readers to consider new types of literacy competencies as scholarly, rigorous methods of engaging in pre-modern investigations of materiality. Essays in the first section engage in the examination of medieval media, mediation, and technology from a theoretical framework, while the second section explores how digitization, smart technologies, digital mapping, and the internet have shaped medieval and early modern studies today. The book will be of interest to students in undergraduate or graduate intermediate or advanced courses as well as scholars, in medieval studies, art history, architectural history, medieval history, literary history, and religious history.

Digital Games as History

Author : Adam Chapman
Publisher : Routledge
Page : 289 pages
File Size : 46,6 Mb
Release : 2016-05-05
Category : Games & Activities
ISBN : 9781317553854

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Digital Games as History by Adam Chapman Pdf

This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.

Archaeogaming

Author : Andrew Reinhard
Publisher : Berghahn Books
Page : 236 pages
File Size : 47,7 Mb
Release : 2018-06-18
Category : Social Science
ISBN : 9781785338748

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Archaeogaming by Andrew Reinhard Pdf

Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. This book serves as a general introduction to "archaeogaming"; it describes the intersection of archaeology and video games and applies archaeological method and theory into understanding game-spaces as both site and artifact.