Teaching the Middle Ages through Modern Games

Teaching the Middle Ages through Modern Games

Author: Robert Houghton

Publisher: Walter de Gruyter GmbH & Co KG

Published: 2022-10-24

Total Pages: 314

ISBN-13: 3110712032

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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.


Book Synopsis Teaching the Middle Ages through Modern Games by : Robert Houghton

Download or read book Teaching the Middle Ages through Modern Games written by Robert Houghton and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-10-24 with total page 314 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.


Games and Visual Culture in the Middle Ages and the Renaissance

Games and Visual Culture in the Middle Ages and the Renaissance

Author: Vanina Kopp

Publisher:

Published: 2021-01-14

Total Pages: 356

ISBN-13: 9782503588728

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During the Middle Ages and the Renaissance, games were not an idle pastime, but were in fact important tools for exploring, transmitting, enhancing, subverting, and challenging social practices and their rules. Their study, through both visual and material sources, offers a unique insight into medieval and early modern gaming culture, shedding light not only on why, where, when, with whom and in what conditions and circumstances people played games, but also on the variety of interpretations that they had of games and play. Representations of games, and of artefacts associated with games, also often served to communicate complex ideas on topics that ranged from war to love, and from politics to theology.00This volume offers a particular focus onto the type of games that required little or no physical exertion and that, consequently, all people could enjoy, regardless of age, gender, status, occupation, or religion. The representations and artefacts discussed here by contributors, who come from varied disciplines including history, literary studies, art history, and archaeology, cover a wide geographical and chronological range, from Spain to Scandinavia to the Ottoman Turkey and from the early medieval period to the seventeenth century and beyond. Far from offering the ?last word? on the subject, it is hoped that this volume will encourage further studies.


Book Synopsis Games and Visual Culture in the Middle Ages and the Renaissance by : Vanina Kopp

Download or read book Games and Visual Culture in the Middle Ages and the Renaissance written by Vanina Kopp and published by . This book was released on 2021-01-14 with total page 356 pages. Available in PDF, EPUB and Kindle. Book excerpt: During the Middle Ages and the Renaissance, games were not an idle pastime, but were in fact important tools for exploring, transmitting, enhancing, subverting, and challenging social practices and their rules. Their study, through both visual and material sources, offers a unique insight into medieval and early modern gaming culture, shedding light not only on why, where, when, with whom and in what conditions and circumstances people played games, but also on the variety of interpretations that they had of games and play. Representations of games, and of artefacts associated with games, also often served to communicate complex ideas on topics that ranged from war to love, and from politics to theology.00This volume offers a particular focus onto the type of games that required little or no physical exertion and that, consequently, all people could enjoy, regardless of age, gender, status, occupation, or religion. The representations and artefacts discussed here by contributors, who come from varied disciplines including history, literary studies, art history, and archaeology, cover a wide geographical and chronological range, from Spain to Scandinavia to the Ottoman Turkey and from the early medieval period to the seventeenth century and beyond. Far from offering the ?last word? on the subject, it is hoped that this volume will encourage further studies.


Playing the Middle Ages

Playing the Middle Ages

Author: Robert Houghton

Publisher: Bloomsbury Publishing

Published: 2023-08-24

Total Pages: 289

ISBN-13: 1350242896

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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.


Book Synopsis Playing the Middle Ages by : Robert Houghton

Download or read book Playing the Middle Ages written by Robert Houghton and published by Bloomsbury Publishing. This book was released on 2023-08-24 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.


Playing the Middle Ages

Playing the Middle Ages

Author: Robert Houghton

Publisher:

Published:

Total Pages: 0

ISBN-13: 9781350242913

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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.


Book Synopsis Playing the Middle Ages by : Robert Houghton

Download or read book Playing the Middle Ages written by Robert Houghton and published by . This book was released on with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.


Studies in Medievalism XXXIII

Studies in Medievalism XXXIII

Author: Karl Fugelso

Publisher: Boydell & Brewer

Published: 2024-04-16

Total Pages: 271

ISBN-13: 1843847175

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Essays on the post-modern reception and interpretation of the Middle Ages. Though Studies in Medievalism has hosted many essays on gender, this is the first volume devoted specifically to that theme. The first part features four short essays that directly address manifestations of sexism in postmedieval responses to the Middle Ages: gender substitutions in a Grail Quest episode of the 2023 television series Mrs. Davis, repurposed misogyny in the last two episodes of Game of Thrones (2011-19), traditional gender stereotypes in Capital One's credit card commercials from 2000 to 2013, and "shaggy" medievalism in Robert Eggers' 2022 film The Northman. The second part contains ten longer essays, which collectively continue to demonstrate the ubiquity of gender issues and the extraordinary flexibility of approaches to them. The authors discuss the misogynistic sexualization of Grendel's mother in Parke Godwin's 1995 fantasy novel The Tower of Beowulf, in Graham Baker's 1999 film Beowulf, in three episodes from the television series Xena: Warrior Princess, and in Robert Zemeckis's 2007 film Beowulf; gender substitution in David Lowery's 2021 film The Green Knight and in Kinoku Nasu's and Takashi Takeuchi's anime series Fate (2004-); female authorship of three early-nineteenth-century plays about court ladies' medieval empowerment; extraordinary violence in medievalist video games; nationalism in fake nineteenth-century medievalist documents and in contemporary online fora; racial discrimination in video gaming and in Jim Crow literature; and the condemnation of racism in Maria Dahvana Headley's 2018 novel The Mere Wife.


Book Synopsis Studies in Medievalism XXXIII by : Karl Fugelso

Download or read book Studies in Medievalism XXXIII written by Karl Fugelso and published by Boydell & Brewer. This book was released on 2024-04-16 with total page 271 pages. Available in PDF, EPUB and Kindle. Book excerpt: Essays on the post-modern reception and interpretation of the Middle Ages. Though Studies in Medievalism has hosted many essays on gender, this is the first volume devoted specifically to that theme. The first part features four short essays that directly address manifestations of sexism in postmedieval responses to the Middle Ages: gender substitutions in a Grail Quest episode of the 2023 television series Mrs. Davis, repurposed misogyny in the last two episodes of Game of Thrones (2011-19), traditional gender stereotypes in Capital One's credit card commercials from 2000 to 2013, and "shaggy" medievalism in Robert Eggers' 2022 film The Northman. The second part contains ten longer essays, which collectively continue to demonstrate the ubiquity of gender issues and the extraordinary flexibility of approaches to them. The authors discuss the misogynistic sexualization of Grendel's mother in Parke Godwin's 1995 fantasy novel The Tower of Beowulf, in Graham Baker's 1999 film Beowulf, in three episodes from the television series Xena: Warrior Princess, and in Robert Zemeckis's 2007 film Beowulf; gender substitution in David Lowery's 2021 film The Green Knight and in Kinoku Nasu's and Takashi Takeuchi's anime series Fate (2004-); female authorship of three early-nineteenth-century plays about court ladies' medieval empowerment; extraordinary violence in medievalist video games; nationalism in fake nineteenth-century medievalist documents and in contemporary online fora; racial discrimination in video gaming and in Jim Crow literature; and the condemnation of racism in Maria Dahvana Headley's 2018 novel The Mere Wife.


Games and Gaming in Medieval Literature

Games and Gaming in Medieval Literature

Author: Serina Patterson

Publisher: Springer

Published: 2015-07-29

Total Pages: 241

ISBN-13: 1137497521

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The first-of-its-kind, Games and Gaming in Medieval Literature explores the depth and breadth of games in medieval literature and culture. Chapters span from the twelfth to the sixteenth centuries, and cover England, France, Denmark, Poland, and Spain, re-examining medieval games in diverse social settings such as the church, court, and household.


Book Synopsis Games and Gaming in Medieval Literature by : Serina Patterson

Download or read book Games and Gaming in Medieval Literature written by Serina Patterson and published by Springer. This book was released on 2015-07-29 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first-of-its-kind, Games and Gaming in Medieval Literature explores the depth and breadth of games in medieval literature and culture. Chapters span from the twelfth to the sixteenth centuries, and cover England, France, Denmark, Poland, and Spain, re-examining medieval games in diverse social settings such as the church, court, and household.


Hands-On History

Hands-On History

Author: Susan Kapuscinski Gaylord

Publisher: Scholastic Inc.

Published: 2002

Total Pages: 84

ISBN-13: 9780439296427

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20 enchanting art projects and other creative activities that illuminate and enrich your study of the Middle Ages.


Book Synopsis Hands-On History by : Susan Kapuscinski Gaylord

Download or read book Hands-On History written by Susan Kapuscinski Gaylord and published by Scholastic Inc.. This book was released on 2002 with total page 84 pages. Available in PDF, EPUB and Kindle. Book excerpt: 20 enchanting art projects and other creative activities that illuminate and enrich your study of the Middle Ages.


Sports and Games of Medieval Cultures

Sports and Games of Medieval Cultures

Author: Sally Wilkins

Publisher:

Published:

Total Pages: 0

ISBN-13:

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From the beginning of time, humans have created and passed on to their children sports and games that teach skills, promote leisure, and encourage friendly competition. By studying these sports and games, we learn much about the culture and traditions of our ancestors. Sports and Games of Medieval Cultures focuses on those sports, games, and play rituals from across the globe that were invented and played during the time of the Middle Ages. Teachers, students, and sports enthusiasts will enjoy discovering the early origins of their favorite sports and games, and how they have evolved into the familiar versions of today. They will also learn about many games otherwise lost to history, and find instructions on how to adapt them for modern play. As one of four books in the series Sports and Games Through History, it is divided into seven regions of the world including: Africa, Asia, Europe, Latin America, The Middle East, North America, and Oceania. Each section describes sports, games, and play rituals for that region, and students can compare and contrast similar sports and games from different regions. Descriptions of equipment, with instructions on making or adapting the game pieces, are given for those students who would like to recreate the games for either multicultural assignments or for fun. This unique book belongs in every library's sports history and multicultural collections.


Book Synopsis Sports and Games of Medieval Cultures by : Sally Wilkins

Download or read book Sports and Games of Medieval Cultures written by Sally Wilkins and published by . This book was released on with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the beginning of time, humans have created and passed on to their children sports and games that teach skills, promote leisure, and encourage friendly competition. By studying these sports and games, we learn much about the culture and traditions of our ancestors. Sports and Games of Medieval Cultures focuses on those sports, games, and play rituals from across the globe that were invented and played during the time of the Middle Ages. Teachers, students, and sports enthusiasts will enjoy discovering the early origins of their favorite sports and games, and how they have evolved into the familiar versions of today. They will also learn about many games otherwise lost to history, and find instructions on how to adapt them for modern play. As one of four books in the series Sports and Games Through History, it is divided into seven regions of the world including: Africa, Asia, Europe, Latin America, The Middle East, North America, and Oceania. Each section describes sports, games, and play rituals for that region, and students can compare and contrast similar sports and games from different regions. Descriptions of equipment, with instructions on making or adapting the game pieces, are given for those students who would like to recreate the games for either multicultural assignments or for fun. This unique book belongs in every library's sports history and multicultural collections.


Marguerite Makes a Book

Marguerite Makes a Book

Author: Bruce Robertson

Publisher: Getty Publications

Published: 1999

Total Pages: 44

ISBN-13: 9780892363728

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In medieval Paris, Marguerite helps her nearly blind father finish painting an illuminated manuscript for his patron, Lady Isabelle. 46 color illustrations.


Book Synopsis Marguerite Makes a Book by : Bruce Robertson

Download or read book Marguerite Makes a Book written by Bruce Robertson and published by Getty Publications. This book was released on 1999 with total page 44 pages. Available in PDF, EPUB and Kindle. Book excerpt: In medieval Paris, Marguerite helps her nearly blind father finish painting an illuminated manuscript for his patron, Lady Isabelle. 46 color illustrations.


Digital Gaming Re-imagines the Middle Ages

Digital Gaming Re-imagines the Middle Ages

Author: Daniel T. Kline

Publisher: Routledge

Published: 2013-09-11

Total Pages: 330

ISBN-13: 1136221824

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Digital gaming’s cultural significance is often minimized much in the same way that the Middle Ages are discounted as the backward and childish precursor to the modern period. Digital Gaming Reimagines the Middle Ages challenges both perceptions by examining how the Middle Ages have persisted into the contemporary world via digital games as well as analyzing how digital gaming translates, adapts, and remediates medieval stories, themes, characters, and tropes in interactive electronic environments. At the same time, the Middle Ages are reinterpreted according to contemporary concerns and conflicts, in all their complexity. Rather than a distinct time in the past, the Middle Ages form a space in which theory and narrative, gaming and textuality, identity and society are remediated and reimagined. Together, the essays demonstrate that while having its roots firmly in narrative traditions, neomedieval gaming—where neomedievalism no longer negotiates with any reality beyond itself and other medievalisms—creates cultural palimpsests, multiply-layered trans-temporal artifacts. Digital Gaming Re-imagines the Middle Ages demonstrates that the medieval is more than just a stockpile of historically static facts but is a living, subversive presence in contemporary culture.


Book Synopsis Digital Gaming Re-imagines the Middle Ages by : Daniel T. Kline

Download or read book Digital Gaming Re-imagines the Middle Ages written by Daniel T. Kline and published by Routledge. This book was released on 2013-09-11 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital gaming’s cultural significance is often minimized much in the same way that the Middle Ages are discounted as the backward and childish precursor to the modern period. Digital Gaming Reimagines the Middle Ages challenges both perceptions by examining how the Middle Ages have persisted into the contemporary world via digital games as well as analyzing how digital gaming translates, adapts, and remediates medieval stories, themes, characters, and tropes in interactive electronic environments. At the same time, the Middle Ages are reinterpreted according to contemporary concerns and conflicts, in all their complexity. Rather than a distinct time in the past, the Middle Ages form a space in which theory and narrative, gaming and textuality, identity and society are remediated and reimagined. Together, the essays demonstrate that while having its roots firmly in narrative traditions, neomedieval gaming—where neomedievalism no longer negotiates with any reality beyond itself and other medievalisms—creates cultural palimpsests, multiply-layered trans-temporal artifacts. Digital Gaming Re-imagines the Middle Ages demonstrates that the medieval is more than just a stockpile of historically static facts but is a living, subversive presence in contemporary culture.