Classical Antiquity In Video Games
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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 | : 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 | : |
Total Pages | : 296 |
Release | : 2020 |
Genre | : Civilization, Classical, in video games |
ISBN | : 9781350066663 |
"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 | : Christian Rollinger |
Publisher | : Bloomsbury Publishing |
Total Pages | : 313 |
Release | : 2020-01-09 |
Genre | : Games & Activities |
ISBN | : 1350066648 |
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 | : K. F. B. Fletcher |
Publisher | : Bloomsbury Publishing |
Total Pages | : 273 |
Release | : 2019-10-03 |
Genre | : History |
ISBN | : 1350075361 |
This book demonstrates the rich and varied ways in which heavy metal music draws on the ancient Greek and Roman world. Contributors examine bands from across the globe, including: Blind Guardian (Germany), Therion (Sweden), Celtic Frost, Eluveitie (Switzerland), Ex Deo (Canada/Italy), Heimdall, Stormlord, Ade (Italy), Kawir (Greece), Theatre of Tragedy (Norway), Iron Maiden, Bal-Sagoth (UK), and Nile (US). These and other bands are shown to draw inspiration from Classical literature and mythology such as the Homeric Hymns, Vergil's Aeneid, and Caesar's Gallic Wars, historical figures from Rome and ancient Egypt, and even pagan and occult aspects of antiquity. These bands' engagements with Classical antiquity also speak to contemporary issues of nationalism, identity, sexuality, gender, and globalization. The contributors show how the genre of heavy metal brings its own perspectives to Classical reception, and demonstrate that this music-often dismissed as lowbrow-engages in sophisticated dialogue with ancient texts, myths, and historical figures. The authors reveal aspects of Classics' continued appeal while also arguing that the engagement with myth and history is a defining characteristic of heavy metal music, especially in countries that were once part of the Roman Empire.
Author | : Matthew Wilhelm Kapell |
Publisher | : Bloomsbury Publishing USA |
Total Pages | : 493 |
Release | : 2013-10-24 |
Genre | : Social Science |
ISBN | : 1623568242 |
Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.
Author | : Andrew Reinhard |
Publisher | : Berghahn Books |
Total Pages | : 236 |
Release | : 2018-06-18 |
Genre | : Social Science |
ISBN | : 1785338749 |
A general introduction to archeogaming describing the intersection of archaeology and video games and applying archaeological method and theory into understanding game-spaces. “[T]he author’s clarity of style makes it accessible to all readers, with or without an archaeological background. Moreover, his personal anecdotes and gameplay experiences with different game titles, from which his ideas often develop, make it very enjoyable reading.”—Antiquity 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. From the introduction: Archaeogaming, broadly defined, is the archaeology both in and of digital games... As will be described in the following chapters, digital games are archaeological sites, landscapes, and artifacts, and the game-spaces held within those media can also be understood archaeologically as digital built environments containing their own material culture... Archaeogaming does not limit its study to those video games that are set in the past or that are treated as “historical games,” nor does it focus solely on the exploration and analysis of ruins or of other built environments that appear in the world of the game. Any video game—from Pac-Man to Super Meat Boy—can be studied archaeologically.
Author | : Irving L. Finkel |
Publisher | : |
Total Pages | : 302 |
Release | : 2007 |
Genre | : Games & Activities |
ISBN | : |
Everyone plays board games, and everyone will find something to fascinate them in this book about the games of the past, and their history and development. Based on the lectures given at a conference in the British Museum, this book tells the story in a properly academic way, but it is no less interesting for that ... and perhaps even more interesting! The book begins with three chapters on the games of the ancient Near East, most notably The Royal Game of Ur , then there are five chapters on the various games of ancient Egypt, senet, mehen , etc. Five more chapters are devoted to the games of the Greek and Roman world, then one on India, and three on Chinese games including Go. Then there are three on the beginnings of Chess and its introduction into western Europe, then four on backgammon from India to medieval England, three on mancala games, and one on the pursuit of hnefatafl , finally some brief notes on the games of the New World. The authors, thirty-one of them, range from archaeologists, historians and museum curators, not least Irving Finkel, the editor of the volume, to such well-known historians of games as R C Bell and the internationally famous grandmaster and journalist Raymond Keene. It is a large format book with hundreds of photos and drawings.
Author | : Jeremiah McCall |
Publisher | : Routledge |
Total Pages | : 198 |
Release | : 2013-06-17 |
Genre | : Education |
ISBN | : 1136832092 |
Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.
Author | : Sitta von Reden |
Publisher | : Cambridge University Press |
Total Pages | : 261 |
Release | : 2010-11-18 |
Genre | : Antiques & Collectibles |
ISBN | : 0521453372 |
A comprehensive analysis of the impact of money on the economy, society and culture of the Greek and Roman worlds.