Product details:
ISBN13: | 9781843847298 |
ISBN10: | 1843847299 |
Binding: | Hardback |
No. of pages: | 372 pages |
Size: | 234x156 mm |
Weight: | 628 g |
Language: | English |
693 |
Category:
Computer games
Cinema, film, TV, radio
Literature in general, reference works
History of literature
Fantasy
Computer games (charity campaign)
Cinema, film, TV, radio (charity campaign)
Literature in general, reference works (charity campaign)
History of literature (charity campaign)
Fantasy (charity campaign)
The Middle Ages in Computer Games
Ludic Approaches to the Medieval and Medievalism
Series:
Medievalism;
Publisher: D.S.Brewer
Date of Publication: 5 November 2024
Number of Volumes: Print PDF
Normal price:
Publisher's listprice:
GBP 95.00
GBP 95.00
Your price:
39 900 (38 000 HUF + 5% VAT )
discount is: 20% (approx 9 975 HUF off)
Discount is valid until: 31 December 2024
The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
Click here to subscribe.
Click here to subscribe.
Availability:
Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
Not in stock at Prospero.
Can't you provide more accurate information?
Not in stock at Prospero.
Short description:
Offers the most comprehensive analysis and discussion of medievalist computer games to date.
Long 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.
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.
Table of Contents:
Introduction: The Middle Ages in Computer Games
1. Mechanical and Social Pressures
2. Medievalist Genres
3. Combat and Warfare
4. Science, Technology and the Dark Ages
5. Rule and Rulership
6. The Church and Organised Religion
7. Morality
8. Race and Nationality
9. Gender and Sexuality
Conclusion: A Different Medievalism, Different Games
Bibliography
Filmography
Ludography
1. Mechanical and Social Pressures
2. Medievalist Genres
3. Combat and Warfare
4. Science, Technology and the Dark Ages
5. Rule and Rulership
6. The Church and Organised Religion
7. Morality
8. Race and Nationality
9. Gender and Sexuality
Conclusion: A Different Medievalism, Different Games
Bibliography
Filmography
Ludography