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This open access book brings together an international team of experts, The Middle Ages in Modern Culture considers the use of medieval models across a variety of contemporary media - ranging from television and film to architecture - and the significance of deploying an authentic medieval world to these representations. Rooted in this question of authenticity, this interdisciplinary study addresses three connected themes. Firstly, how does historical accuracy relate to authenticity, and whose version of authenticity is accepted? Secondly, how are the middle ages presented in modern media and why do inaccuracies emerge and persist in these works? Thirdly, how do creators of modern content attempt to produce authentic medieval environments, and what are the benefits and pitfalls of accurate portrayals? The result is nuanced study of medieval culture which sheds new light on the use (and misuse) of medieval history in modern media. This book is open access and available on www.bloomsburycollections.com. It is funded by Knowledge Unlatched.
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.
The Middle Ages have provided rich source material for physical and digital games from Dungeons and Dragons to Assassinâs 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.
Engaging the Crusades is a series of volumes which offer windows into a newly emerging field of historical study: the memory and legacy of the crusades. Together these volumes examine the reasons behind the enduring resonance of the crusades and present the memory of crusading in the modern period as a productive, exciting, and much needed area of investigation. This volume considers the appearance and use of the crusades in modern games; demonstrating that popular memory of the crusades is intrinsically and mutually linked with the design and play of these games. The essays engage with uses of crusading rhetoric and imagery within a range of genres - including roleplaying, action, strategy, and casual games - and from a variety of theoretical perspectives drawing on gender and race studies, game design and theory, and broader discussions on medievalism. Cumulatively, the authors reveal the complex position of the crusades within digital games, highlight the impact of these games on popular understanding of the crusades, and underline the connection between the portrayal of the crusades in digital games and academic crusade historiography. Playing the Crusades is invaluable for scholars and students interested in the crusades, popular representations of the crusades, historical games, and collective memory.
Engaging the Crusades is a series of volumes which offer windows into a newly emerging field of historical study: the memory and legacy of the crusades. Together these volumes examine the reasons behind the enduring resonance of the crusades and present the memory of crusading in the modern period as a productive, exciting, and much needed area of investigation. This volume considers the appearance and use of the crusades in modern games; demonstrating that popular memory of the crusades is intrinsically and mutually linked with the design and play of these games. The essays engage with uses of crusading rhetoric and imagery within a range of genres - including roleplaying, action, strategy, and casual games - and from a variety of theoretical perspectives drawing on gender and race studies, game design and theory, and broader discussions on medievalism. Cumulatively, the authors reveal the complex position of the crusades within digital games, highlight the impact of these games on popular understanding of the crusades, and underline the connection between the portrayal of the crusades in digital games and academic crusade historiography. Playing the Crusades is invaluable for scholars and students interested in the crusades, popular representations of the crusades, historical games, and collective memory.
For many centuries, the history of the crusades, as written by Western historians, was based solidly on Western sources. Evidence from the Islamic societies that the crusaders attacked was used only sparingly - in part because it was hard for most westerners to read, and in part because much of it was inaccessible even for historians who did speak Arabic. Carole Hillenbrand set out to re-evaluate the sources for the crusading period, not only looking with fresh eyes at known accounts, but also locating and utilizing new sources that had previously been overlooked. Her work involved her in conducting extensive evaluations of the new sources, assessing their arguments, their evidence, and their reasoning in order to assess their value and (using the critical thinking skill of analysis, a powerful method for understanding how arguments are built) to place them correctly in the context of crusade studies as a whole. The result is not only a history that is more balanced, better argued and more adequate than most that have gone before it, but also a work with relevance for today. At a time when crusading imagery and mentions of the current War on Terror as a 'crusade' help to fuel political narrative, Hillenbrand's evaluative work acts as an important corrective to oversimplification and misrepresentation.
For many centuries, the history of the crusades, as written by Western historians, was based solidly on Western sources. Evidence from the Islamic societies that the crusaders attacked was used only sparingly – in part because it was hard for most westerners to read, and in part because much of it was inaccessible even for historians who did speak Arabic. Carole Hillenbrand set out to re-evaluate the sources for the crusading period, not only looking with fresh eyes at known accounts, but also locating and utilizing new sources that had previously been overlooked. Her work involved her in conducting extensive evaluations of the new sources, assessing their arguments, their evidence, and their reasoning in order to assess their value and (using the critical thinking skill of analysis, a powerful method for understanding how arguments are built) to place them correctly in the context of crusade studies as a whole. The result is not only a history that is more balanced, better argued and more adequate than most that have gone before it, but also a work with relevance for today. At a time when crusading imagery and mentions of the current War on Terror as a ‘crusade’ help to fuel political narrative, Hillenbrand's evaluative work acts as an important corrective to oversimplification and misrepresentation.
This collection of essays from both established and emerging scholars analyses the dynamic connections between conflict and violence in medieval Italy. The contributors present a new critique of power that sustained both kingship and locally based elite networks throughout the Italian peninsula. A broad temporal range, covering the sixth to the twelfth centuries, allows this book to cross a number of 'traditional' fault-lines in Italian historiography - 774, 888, 962 and 1025. The essays provide wide-ranging analyses of the role of conflict in the period, the operation of power and the development of communal consciousness and collective action by individuals and groups. It is thus essential reading for scholars, students and general readers who wish to understand the situation in medieval Italy.
An interdisciplinary approach to a crucial part of the systems of medieval authority and governance. In the medieval world, what happened when a figure of recognised authority was absent? What terminology, principles and solutions of proxy authority were developed and adopted? Did these solutions differ and change over time depending on whether the absence was short or long and caused by issues of incapacity, minority, disputed succession, geography or elective absenteeism? Did the models of proxy authority adopted by ruling dynasties and large institutions influence the proxy choices of lesser authority? The circumstances and consequences of absentee authority, a major aspect of the systems of medieval power, are the focus of this volume. Ranging across the realms of medieval Europe (but with a focus upon the British Isles and France), its essays embrace a wide variety of experience - royal, parliamentary, conciliar, magnatial, military, ecclesiastical (papal to parochial), burghal, household, minoror major, male or female, exiled, captive or infirm - and explore not merely political developments, but the dynastic, diplomatic, financial, ideological, religious and cultural ramifications of such episodes. Frederique Lachaud is Professor of medieval history at the Universite de Lorraine, France; Michael Penman is Senior Lecturer in history at the University of Stirling, Scotland. Contributors: James Bothwell Michelle Bubenicek, Leonard Dauphant , Bruno Dumezil, Laurent Hablot, Torsten Hiltmann, Tom Horler-Underwood, Robert Houghton, Olivier de Laborderie, Frederique Lachaud, Hans Jacob Orning, Michael Penman. Norman Reid
This open access book brings together an international team of experts, The Middle Ages in Modern Culture considers the use of medieval models across a variety of contemporary media - ranging from television and film to architecture - and the significance of deploying an authentic medieval world to these representations. Rooted in this question of authenticity, this interdisciplinary study addresses three connected themes. Firstly, how does historical accuracy relate to authenticity, and whose version of authenticity is accepted? Secondly, how are the middle ages presented in modern media and why do inaccuracies emerge and persist in these works? Thirdly, how do creators of modern content attempt to produce authentic medieval environments, and what are the benefits and pitfalls of accurate portrayals? The result is nuanced study of medieval culture which sheds new light on the use (and misuse) of medieval history in modern media. This book is open access and available on www.bloomsburycollections.com. It is funded by Knowledge Unlatched.
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