Ancient Greece And Rome In Videogames
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Author | : Ross Clare |
Publisher | : Bloomsbury Publishing |
Total Pages | : 241 |
Release | : 2021-06-03 |
Genre | : Games & Activities |
ISBN | : 135015721X |
This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of ancient Greek and Roman games, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in video games within a wider transmedial environment. Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the blood-spilling violence of god-killing and gladiatorial combat to meticulous strategizing over virtual Roman Empires and often bizarre adventures in pseudo-ancient places. Readers encounter instances in which players become intimately engaged with the “epic mode” of spectacle in God of War, moments of negotiation with colonised lands in Rome: Total War and Imperium Romanum, and multi-layered narratives rich with ancient traditions in games such as Eleusis and Salammbo. The case study approach draws on close analysis of outstanding examples of the genre to uncover how both representation and gameplay function in such “ancient games”.
Author | : Christian Rollinger |
Publisher | : Bloomsbury Publishing |
Total Pages | : 294 |
Release | : 2020-01-09 |
Genre | : Games & Activities |
ISBN | : 1350066656 |
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.
Author | : Ross Clare |
Publisher | : |
Total Pages | : 229 |
Release | : 2021 |
Genre | : Greece |
ISBN | : 9781350157224 |
"This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of ancient Greek and Roman games, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in video games within a wider transmedial environment. Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the blood-spilling violence of god-killing and gladiatorial combat to meticulous strategizing over virtual Roman Empires and often bizarre adventures in pseudo-ancient places. Readers encounter instances in which players become intimately engaged with the "epic mode" of spectacle in God of War, moments of negotiation with colonised lands in Rome: Total War and Imperium Romanum, and multi-layered narratives rich with ancient traditions in games such as Eleusis and Salammbo. The case study approach draws on close analysis of outstanding examples of the genre to uncover how both representation and gameplay function in such "ancient games""--
Author | : Jane Draycott |
Publisher | : Bloomsbury Publishing |
Total Pages | : 289 |
Release | : 2022-08-11 |
Genre | : History |
ISBN | : 1350241946 |
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 present, 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, including platformers, strategy games , roguelikes, MOBA, action RPGs, and story-driven romance mobile games. 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.
Author | : Charlie Fish |
Publisher | : White Owl |
Total Pages | : 305 |
Release | : 2021-05-30 |
Genre | : Technology & Engineering |
ISBN | : 152677898X |
This book is a potted history of video games, telling all the rollercoaster stories of this fascinating young industry that’s now twice as big globally than the film and music industries combined. Each chapter explores the history of video games through a different lens, giving a uniquely well-rounded overview. Packed with pictures and stats, this book is for video gamers nostalgic for the good old days of gaming, and young gamers curious about how it all began. If you’ve ever enjoyed a video game, or you just want to see what all the fuss is about, this book is for you. There are stories about the experimental games of the 1950s and 1960s; the advent of home gaming in the 1970s; the explosion – and implosion – of arcade gaming in the 1980s; the console wars of the 1990s; the growth of online and mobile games in the 2000s; and we get right up to date with the 2010s, including such cultural phenomena as twitch.tv, the Gamergate scandal, and Fortnite. But rather than telling the whole story from beginning to end, each chapter covers the history of video games from a different angle: platforms and technology, people and personalities, companies and capitalism, gender and representation, culture, community, and finally the games themselves.
Author | : |
Publisher | : BRILL |
Total Pages | : 358 |
Release | : 2015-09-07 |
Genre | : Literary Criticism |
ISBN | : 9004298606 |
Greece and Rome have long featured in books for children and teens, whether through the genres of historical fiction, fantasy, mystery stories or mythological compendiums. These depictions and adaptations of the Ancient World have varied at different times, however, in accordance with changes in societies and cultures. This book investigates the varying receptions and ideological manipulations of the classical world in children’s literature. Its subtitle, Heroes and Eagles, reflects the two most common ways in which this reception appears, namely in the forms of the portrayal of the Greek heroic world of classical mythology on the one hand, and of the Roman imperial presence on the other. Both of these are ideologically loaded approaches intended to educate the young reader.
Author | : Paul Cartledge |
Publisher | : Abrams |
Total Pages | : 288 |
Release | : 2020-09-22 |
Genre | : History |
ISBN | : 1468316079 |
The riveting, definitive account of the ancient Greek city of Thebes, by the acclaimed author of The Spartans—now in paperback Among the extensive writing available about the history of ancient Greece, there is precious little about the city-state of Thebes. At one point the most powerful city in ancient Greece, Thebes has been long overshadowed by its better-known rivals, Athens and Sparta. In Thebes: The Forgotten City of Ancient Greece, acclaimed classicist and historian Paul Cartledge brings the city vividly to life and argues that it is central to our understanding of the ancient Greeks’ achievements—whether politically or culturally—and thus to the wider politico-cultural traditions of western Europe, the Americas, and indeed the world. From its role as an ancient political power, to its destruction at the hands of Alexander the Great as punishment for a failed revolt, to its eventual restoration by Alexander’s successor, Cartledge deftly chronicles the rise and fall of the ancient city. He recounts the history with deep clarity and mastery for the subject and makes clear both the di?erences and the interconnections between the Thebes of myth and the Thebes of history. Written in clear prose and illustrated with images in two color inserts, Thebes is a gripping read for students of ancient history and those looking to experience the real city behind the myths of Cadmus, Hercules, and Oedipus.
Author | : Garrett Ryan |
Publisher | : Rowman & Littlefield |
Total Pages | : 289 |
Release | : 2021-09-01 |
Genre | : History |
ISBN | : 1633887030 |
Why didn't the ancient Greeks or Romans wear pants? How did they shave? How likely were they to drink fine wine, use birth control, or survive surgery? In a series of short and humorous essays, Naked Statues, Fat Gladiators, and War Elephants explores some of the questions about the Greeks and Romans that ancient historian Garrett Ryan has answered in the classroom and online. Unlike most books on the classical world, the focus is not on famous figures or events, but on the fascinating details of daily life. Learn the answers to: How tall were the ancient Greeks and Romans? How long did they live? What kind of pets did they have? How dangerous were their cities? Did they believe their myths? Did they believe in ghosts, monsters, and/or aliens? Did they jog or lift weights? How did they capture animals for the Colosseum? Were there secret police, spies, or assassins? What happened to the city of Rome after the Empire collapsed? Can any families trace their ancestry back to the Greeks or Romans?
Author | : Jane Draycott |
Publisher | : Walter de Gruyter GmbH & Co KG |
Total Pages | : 376 |
Release | : 2022-05-23 |
Genre | : History |
ISBN | : 3110724251 |
This volume focuses on the depiction of women in video games set in historical periods or archaeological contexts, explores the tension between historical and archaeological accuracy and authenticity, examines portrayals of women in historical periods or archaeological contexts, portrayals of female historians and archaeologists, and portrayals of women in fantastical historical and archaeological contexts. It includes both triple A and independent video games, incorporating genres such as turn-based strategy, action-adventure, survival horror, and a variety of different types of role-playing games. Its chronological and geographical scope ranges from late third century BCE China, to mid first century BCE Egypt, to Pictish and Viking Europe, to Medieval Germany, to twentieth century Taiwan, and into the contemporary world, but it also ventures beyond our universe and into the fantasy realm of Hyrule and the science fiction solar system of the Nebula.
Author | : Ross Clare |
Publisher | : Liverpool University Press |
Total Pages | : 264 |
Release | : 2022-11-24 |
Genre | : Art |
ISBN | : 1800855117 |
Ancient Greece and Rome in Modern Science Fiction introduces and analyses the reception of classical antiquity in contemporary science fiction. By using up-to-date methods from classical reception theory, science-fiction analysis and fictional-world studies, the book will help furnish the reader’s understanding of the ways in which the literature, culture, history and mythology of ancient Greece and Rome are appropriated and represented across multiple media platforms in the science-fiction genre today. The book will therefore serve as an entry point into several areas of study: the reception of classics in popular culture, antiquity in modern media, the uses of the ancient world in science-fiction, and broader science-fiction criticism. The chapters – structured by medium – principally offer a roughly chronological overview of that medium and its treatment of ancient history, mythology, literature and culture. An abundance of case studies from literature, film and television and videogames including Star Trek, Battlestar Galactica, Fallout: New Vegas, the Mass Effect franchise and Assassin’s Creed show how classical antiquity is reused, encountered, re-encountered by creators and consumers of the present – how we bounce off it, and it bounces off us, and how this reciprocation creates new visions of Greece and of Rome.