Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
|||
Showing 1 - 6 of 6 matches in All Departments
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.
Essays on the post-modern reception and interpretation of the Middle Ages, To attract followers many professional politicians, as well as other political actors, ground their biases in (supposedly) medieval beliefs, align themselves with medieval heroes, or condemn their enemies as medieval barbarians. The essays in the first part of this volume directly examine some of the many forms such medievalism can take, including the invocation of "blood libels" in American politics; Vladimir Putin's self-comparisons to "Saint Equal-of-the-Apostles Prince Vladimir"; alt-right references to medieval Christian battles with Moslems; nativist Brexit allusions to the Middle Ages; and, in the 2019 film The Kid Who Would be King, director Joe Cornish's call for Arthurian leadership through Brexit. These essays thus inform, even as they are tested by, the subsequent papers, which touch on politics in the course of discussing the director Guy Ritchie's erasure of Wales in the 2017 film King Arthur: Legend of the Sword; medievalist alt-right attempts to turn one disenfranchised group against another; Jean-Paul Laurens's 1880 condemnation of Napoleon III via a portrait of Honorius; Henry Wadsworth Longfellow's extraordinarily wide range of medievalisms; the archaeology of Julian of Norwich's anchorite cell; the influence of Julian on pity in J.K. Rowling's Harry Potter book series; the origins of introductory maps for medievalist narratives; self-reflexive medievalism in a television episode of Doctor Who; and sonic medievalism in fantasy video games.
Proposing a fresh theoretical approach to the study of cinematic portrayals of the Middle Ages, this book uses both semiotics and historiography to demonstrate how contemporary filmmakers have attempted to recreate the past in a way that, while largely imagined, is also logical, meaningful, and as truthful as possible. Carrying out this critical approach, the author analyzes a wide range of films depicting the Middle Ages, arguing that most of these films either reflect the past through a series of visual signs (a concept he has called "iconic recreation") or by comparing the past to a modern equivalent (called "paradigmatic representation").
An exploration of how the Middle Ages are manipulated ideologically in today's communication. In 2001, George Bush provoked global uproar by describing the nascent War on Terror as a "Crusade". His comments, however, were welcomed by Al-Qaeda, who had long been describing Western powers in precisely the same terms, as modern Crusaders once again invading the Middle East. Ten years later in 2011, Anders Behring Breivik launched a tragic attack in Norway, killing 77 unarmed civilians, mostly teenagers. Breivik saw himself as a Templar Knight, a member of a group of knights allegedly resurrected in London in 2002 by one "Lionheart". Later investigations suggested that the blogger, Lionheart, might have had links to the right-wing, anti-Muslim, English Defence League and otherso-called "counterjihad" blogging networks decrying an Islamic invasion of Europe. Though extreme examples, these cases all share a crucial detail: the framing of current political issues in terms of recognisable medieval precedents. In the widespread use of medievalism across social- and mass-media channels, it is clear that such political medievalisms are not intended as a specific reference to a historical precedent, but as a use of the past for modern concerns. The argument of this book is that we need new ways of analysing this kind of medievalism; extending far beyond the concept of anachronism or inaccuracy, references to Crusades, Templars and Vikings affect the way weunderstand our world. Using theories of communicationand media studies to examine popular medievalism, the author investigates what effect such medieval terminology can have on a mass-mediated audience and on the understanding ofthe Middle Ages in general.
An exploration of how the Middle Ages are manipulated ideologically in today's communication. In 2001, George Bush provoked global uproar by describing the nascent War on Terror as a "Crusade". His comments, however, were welcomed by Al-Qaeda, who had long been describing Western powers in precisely the same terms, as modern Crusaders once again invading the Middle East. Ten years later in 2011, Anders Behring Breivik launched a tragic attack in Norway, killing 77 unarmed civilians, mostly teenagers. Breivik saw himself as a Templar Knight, a member of a group of knights allegedly resurrected in London in 2002 by one "Lionheart". Later investigations suggested that the blogger, Lionheart, might have had links to the right-wing, anti-Muslim, English Defence League and otherso-called "counterjihad" blogging networks decrying an Islamic invasion of Europe. Though extreme examples, these cases all share a crucial detail: the framing of current political issues in terms of recognisable medieval precedents. In the widespread use of medievalism across social- and mass-media channels, it is clear that such political medievalisms are not intended as a specific reference to a historical precedent, but as a use of the past for modern concerns. The argument of this book is that we need new ways of analysing this kind of medievalism; extending far beyond the concept of anachronism or inaccuracy, references to Crusades, Templars and Vikings affect the way weunderstand our world. Using theories of communication and media studies to examine popular medievalism, the author investigates what effect such medieval terminology can have on a mass-mediated audience and on the understanding of the Middle Ages in general. ANDREW B.R. ELLIOTT is Senior Lecturer in Media and Cultural Studies, University of Lincoln.
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.
|
You may like...
|