A termék adatai:
ISBN13: | 9781843847298 |
ISBN10: | 1843847299 |
Kötéstípus: | Keménykötés |
Terjedelem: | 372 oldal |
Méret: | 234x156 mm |
Súly: | 628 g |
Nyelv: | angol |
693 |
Témakör:
Számítógépes játékok
Filmművészet (valamint televíziózás és rádiózás)
Irodalomtudomány általában, referensz művek
Irodalomtörténet
Fantasy
Számítógépes játékok (karitatív célú kampány)
Filmművészet (valamint televíziózás és rádiózás) (karitatív célú kampány)
Irodalomtudomány általában, referensz művek (karitatív célú kampány)
Irodalomtörténet (karitatív célú kampány)
Fantasy (karitatív célú kampány)
The Middle Ages in Computer Games
Ludic Approaches to the Medieval and Medievalism
Sorozatcím:
Medievalism;
Kiadó: D.S.Brewer
Megjelenés dátuma: 2024. november 5.
Kötetek száma: Print PDF
Normál ár:
Kiadói listaár:
GBP 95.00
GBP 95.00
Az Ön ára:
39 900 (38 000 Ft + 5% áfa )
Kedvezmény(ek): 20% (kb. 9 975 Ft)
A kedvezmény érvényes eddig: 2024. december 31.
A kedvezmény csak az 'Értesítés a kedvenc témákról' hírlevelünk címzettjeinek rendeléseire érvényes.
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Rövid leírás:
Offers the most comprehensive analysis and discussion of medievalist computer games to date.
Hosszú leírás:
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.
Tartalomjegyzék:
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