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.
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