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What did war look like in the cultural imagination of 1914? Why did men in Scotland sign up to fight in unprecedented numbers? What were the martial myths shaping Scottish identity from the aftermath of Bannockburn to the close of the nineteenth century, and what did the Scottish soldiers of the First World War think they were fighting for? Scotland and the First World War: Myth, Memory and the Legacy of Bannockburn is a collection of new interdisciplinary essays interrogating the trans-historical myths of nation, belonging and martial identity that shaped Scotland's encounter with the First World War. In a series of thematically linked essays, experts from the fields of literature, history and cultural studies examine how Scotland remembers war, and how remembering war has shaped Scotland.
Cities have always had a key role in warfare, as strategic centres which periodically suffered the horrors of siege and sack. With industrialisation, however, they were drawn ever closer to the front line and to direct and continuous experience of fighting and destruction. 'Cities into Battlefields: Metropolitan Scenarios, Experiences and Commemorations of Total War' explores the cultural imprint of military conflict on metropolises world wide in the era of the First and Second World Wars. It brings together cultural and urban historians and scholars of related disciplines including anthropology, education, and geography. The volume examines how the emergence of 'total' warfare blurred the boundaries between home and front and transformed cities into battlefields. The logic of total mobilisation turned the social and cultural fabric of urban life upside down. Arranged so as to bring out the evolution of experience over time, the essays explore Eastern and Central Europe, Britain and Western Europe, and Japan and address several key themes. The first strand - scenarios - explores the apocalyptic imagination of intellectuals and experts in peacetime. Artists and writers anticipating doom presented the coming upheaval as an urban event - a commonplace of late-Victorian and post-1918 pessimism. On a different plane, civil servants and engineers materialised visions of urban chaos and devised countermeasures in case of emergencies. Both groups helped to furnish a repertoire of cultural forms which channelled and encoded the actual experience of war. The second strand deals with metropolitan experiences, notably mobilisation, deprivation, and destruction in wartime. Ruins and the repercussions of war is the central theme of the third strand - commemorations - which investigates post-war efforts to remember and forget. The quest for meaningful forms of commemoration was hard enough after the First World War; the Second World War, which saw whole cities disappear in flames, raised the possibility that the limits of representation had been reached. The central contention of this volume - that total war in the twentieth century has a significant but often overlooked metropolitan dimension - is fully addressed, thereby filling a conspicuous gap in the currently available literature.
Cities have always had a key role in warfare, as strategic centres which periodically suffered the horrors of siege and sack. With industrialisation, however, they were drawn ever closer to the front line and to direct and continuous experience of fighting and destruction. 'Cities into Battlefields: Metropolitan Scenarios, Experiences and Commemorations of Total War' explores the cultural imprint of military conflict on metropolises world wide in the era of the First and Second World Wars. It brings together cultural and urban historians and scholars of related disciplines including anthropology, education, and geography. The volume examines how the emergence of 'total' warfare blurred the boundaries between home and front and transformed cities into battlefields. The logic of total mobilisation turned the social and cultural fabric of urban life upside down. Arranged so as to bring out the evolution of experience over time, the essays explore Eastern and Central Europe, Britain and Western Europe, and Japan and address several key themes. The first strand - scenarios - explores the apocalyptic imagination of intellectuals and experts in peacetime. Artists and writers anticipating doom presented the coming upheaval as an urban event - a commonplace of late-Victorian and post-1918 pessimism. On a different plane, civil servants and engineers materialised visions of urban chaos and devised countermeasures in case of emergencies. Both groups helped to furnish a repertoire of cultural forms which channelled and encoded the actual experience of war. The second strand deals with metropolitan experiences, notably mobilisation, deprivation, and destruction in wartime. Ruins and the repercussions of war is the central theme of the third strand - commemorations - which investigates post-war efforts to remember and forget. The quest for meaningful forms of commemoration was hard enough after the First World War; the Second World War, which saw whole cities disappear in flames, raised the possibility that the limits of representation had been reached. The central contention of this volume - that total war in the twentieth century has a significant but often overlooked metropolitan dimension - is fully addressed, thereby filling a conspicuous gap in the currently available literature.
An examination of the ways in which the fluid concept of "chivalry" has been used and appropriated after the Middle Ages. One of the most difficult and complex ethical and cultural codes to define, chivalry has proved a flexible, ever-changing phenomenon, constantly adapted in the hands of medieval knights, Renaissance princes, early modern antiquarians, Enlightenment scholars, modern civic authorities, authors, historians and re-enactors. This book explores the rich variations in how the Middle Ages were conceptualised and historicised to illuminate the plurality of uses of the past. Using chivalry as a lens through which to examine concepts and uses of the medieval, it provides a critical assessment of the ways in which medieval chivalry became a shorthand to express contemporary ideals, powerfully demonstrating the ways in which history could be appropriated. The chapters combine attention to documentary evidence with what material culture can tell us, in particular using the built environment and the landscape as sources to understand how the medieval past was renegotiated. With contributions spanning diverse geographic regions and periods, it redraws current chronological boundaries by considering medievalism from the late Middle Ages to the present. Katie Stevenson is Senior Lecturer in Late Mediaeval History and Director of the Institute of Scottish Historical Research at the University of St Andrews; Barbara Gribling is a Junior Research Fellow in the Department of History at Durham University. Contributors: David W. Allan, Stefan Goebel, Barbara Gribling, Steven C. Hughes, Peter N. Lindfield, Antti Matikkala, Rosemary Mitchell, Paul Pickering, Katie Stevenson
This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as "Introduction to Serious Games", "Entertainment Technology", "Serious Game Design", "Game-based Learning", and "Applications of Serious Games".
What did war look like in the cultural imagination of 1914? Why did men in Scotland sign up to fight in unprecedented numbers? What were the martial myths shaping Scottish identity from the aftermath of Bannockburn to the close of the nineteenth century, and what did the Scottish soldiers of the First World War think they were fighting for? Scotland and the First World War: Myth, Memory and the Legacy of Bannockburn is a collection of new interdisciplinary essays interrogating the trans-historical myths of nation, belonging and martial identity that shaped Scotland's encounter with the First World War. In a series of thematically linked essays, experts from the fields of literature, history and cultural studies examine how Scotland remembers war, and how remembering war has shaped Scotland.
This book constitutes the refereed proceedings of the 7th Joint International Conference on Serious Games, JCSG 2021, as virtual event, in January 2022.The 17 full papers presented together with 3 short papers were carefully reviewed and selected from 28 submissions. JSCG 2021 is dedicated to serious games and its interdisciplinary characteristics combining game concepts and technologies required in the different application domains.
This book constitutes the proceedings of the 4th International Conference on Serious Games, JCSG 2018, held in Darmstadt, Germany, in November 2018. The 15 full and 12 short papers presented in this volume were carefully reviewed and selected from 40 submissions. They were organized in topical sections named: serious games studies; game-based learning and teaching; game development - serious games design, models, tools and emerging technologies; and serious games for health.
This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as "Introduction to Serious Games", "Entertainment Technology", "Serious Game Design", "Game-based Learning", and "Applications of Serious Games".
This book constitutes the refereed proceedings of the 4th International Conference on Serious Games for Training, Education, Health and Sports, Game Days 2014, held in Darmstadt, Germany, in April 2014. The 13 full papers presented together with 3 short papers, 2 keynotes, and 3 workshop papers were carefully reviewed and selected for inclusion in this book. The topics of the papers are settled in the fields of (game-based) training, teaching and learning, authoring tools, mobile gaming, health and rehabilitation, and citizen science. The papers address a broad scope of issues, including mechanisms and effects of (Serious) Games, adaptation and personalisation, local, mobile, and internet learning and education applications, game, reuse and evaluation, game settings, types of learners, problem solving etc.
A genuinely comparative study of the cultural impact of the Great War on British and German societies in the first half of the twentieth century. Taking public commemorations as its focus, this book unravels the British and German search for historical continuity and meaning in the shadow of an unprecedented human catastrophe. In both countries, the survivors of the Great War pictured the conflict as the 'Last Crusade' and sought consolation in imagery that connected the soldiers of the age of total war with the knights of the Middle Ages. Stefan Goebel shows that medievalism as a mode of war commemoration transcended national and cultural boundaries. This is an invaluable contribution to the burgeoning study of cultural memory and collective remembrance which will appeal to researchers and students in the history of the First World War, social and cultural history of warfare and medieval studies.
This book constitutes the refereed proceedings of the 7th International Conference on E-Learning and Games, Edutainment 2012, held in conjunction with the 3rd International Conference on Serious Games for Training, Education, Health and Sports, GameDays 2012, held in Darmstadt, Germany, in September 2012. The 21 full papers presented were carefully reviewed and selected for inclusion in this book. They are organized in topical sections named: game-based training; game-based teaching and learning; emerging learning and gaming technologies; authoring tools and mechanisms; and serious games for health.
This book constitutes the refereed proceedings of the Second International Conference on E-learning and Games, Edutainment 2007, held in Hong Kong, China, in June 2007. The 90 revised full papers presented together with the abstract of the keynote speeches were carefully reviewed and selected from a total of 393 submissions. The papers cover a wide range of topics and are organized in topical sections on virtual and augmented reality in game and education, virtual characters in games and education, e-learning platforms and tools, geometry in games and virtual reality, vision, imaging and video technology, as well as collaborative and distributed environments.
This book constitutes the refereed proceedings of the Third International Conference on Technologies for Interactive Digital Storytelling and Entertainment, TIDSE 2006, held in Darmstadt, Germany in December 2006. It contains 37 papers that cover a broad spectrum, from conceptual ideas, theories, and technological questions, to best practice examples in the different storytelling application domains, with a focus on entertainment and games.
Interactive Digital Storytelling has evolved as a prospering research topic banding together formerly disjointed disciplines stemming from the arts and humanities as well as computer science. It's tied up with the notion of storytelling as an effective means for the communication of knowledge and social values since the existence of humankind. It also builds a bridge between current academic trends investigating and formalizing computer games, and developments towards the experience-based design of human-media interaction in general. In Darmstadt, a first national workshop on Digital Storytelling was organized by ZGDV e.V. in 2000, which at that time gave an impression about the breadth of this new research field for computer graphics (DISTEL 2000). An international follow-up was planned: the 1st International Conference on Technologies for Interactive Digital Storytelling and Entertainment (TIDSE 2003). Taking place in March 2003, it showed a more focussed range of research specifically on concepts and first pro- types for automated storytelling and autonomous characters, including modelling of emotions and the user experience. At TIDSE 2004, an established and still-growing community of researchers ga- ered together to exchange results and visions. This confirms the construction of a series of European conferences on the topic - together with the International Conf- ence on Virtual Storytelling, ICVS (conducted in 2001 and 2003 in France) - which will be further cultivated.
This book constitutes the refereed proceedings of the 8th Joint International Conference on Serious Games, JCSG 2022, held in Weimar, Germany, in September 2022. The 14 full papers presented together with 5 short papers were carefully reviewed and selected from 31 submissions. JSCG 2022 is dedicated to serious games and its interdisciplinary characteristics combining game concepts and technologies required in the different application domains. This year's proceedings are categorized into the following topical sub-headings: Learning Psychology, Design Aspects, Game Design, Health Games, Games Application, and Mixed Reality.
This book constitutes the refereed proceedings of the 6th Joint International Conference on Serious Games, JCSG 2020, held in Stoke-on-Trent, UK, in November 2020. The 19 full papers presented together with 3 short papers were carefully reviewed and selected from 38 submissions. The papers offer a wide range in the use of serious games in several fields like learning, simulation, training, health, well-being, management, assessment or marketing and much more.
This book constitutes the refereed proceedings of the First IFIP TC 14 Joint International Conference on Entertainment Computing and Serious Games, ICEC-JCSG 2019, held in Arequipa, Peru, in November 2019. The 26 full papers, 5 short papers, and 16 poster, demonstration, and workshop papers presented were carefully reviewed and selected from 88 submissions. They cover a large range of topics at the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology, and numerous serious application domains. The papers are organized in the following topical sections: mixed reality; virtual reality; entertainment algorithms; game design and development; interaction technologies; measurement and effects; and serious game applications.
The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloss Dagstuhl in July 2015.
This book constitutes the proceedings of the Second Joint International Conference on Serious Games, JCSG 2016, held in Brisbane, QLD, Australia, in September 2016. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays. The total of 36 full papers and 5 short papers was carefully reviewed and selected from numerous submissions. The papers were organized in topical sections named: health, well-being and accessibility; education, learning and training; science, nature and heritage; design, development and analysis; poster papers; exhibits.
This book constitutes the proceedings of the First Joint International Conference on Serious Games, JCSG 2015, held in Huddersfield, UK, in June 2015. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays. The total of 12 full papers and 5 short papers was carefully reviewed and selected from 31 submissions. The book also contains one full invited talk. The papers were organized in topical sections named: games for health; games for learning; games for other purposes; game design and development; and poster and demo papers.
An examination of the ways in which the fluid concept of "chivalry" has been used and appropriated after the Middle Ages. One of the most difficult and complex ethical and cultural codes to define, chivalry has proved a flexible, ever-changing phenomenon, constantly adapted in the hands of medieval knights, Renaissance princes, early modern antiquarians, Enlightenment scholars, modern civic authorities, authors, historians and re-enactors. This book explores the rich variations in how the Middle Ages were conceptualised and historicised to illuminate the plurality of uses of the past. Using chivalry as a lens through which to examine concepts and uses of the medieval, it provides a critical assessment of the ways in which medieval chivalry became a shorthand to express contemporary ideals, powerfully demonstrating the ways in which history could be appropriated. The chapters combine attention to documentary evidence with what material culture can tell us, in particular using the built environment and the landscape as sources to understand how the medieval past was renegotiated. With contributions spanning diverse geographic regions and periods, it redraws current chronological boundaries by considering medievalism from the late Middle Ages to the present. Katie Stevenson is Senior Lecturer in Late Mediaeval History and Director of the Institute of Scottish Historical Research at the University of St Andrews; Barbara Gribling is a Junior Research Fellow in the Department of History at Durham University. Contributors: David W. Allan, Stefan Goebel, Barbara Gribling, Steven C. Hughes, Peter N. Lindfield, Antti Matikkala, Rosemary Mitchell, Paul Pickering, Katie Stevenson
This book constitutes the proceedings of the Third Joint International Conference on Serious Games, JCSG 2017, held in Valencia, Spain, in November 2017. This conference bundles the activities of the 8th International Conference on Serious Games Development and Applications, SGDA 2017, and the 7th Conference on Serious Games, GameDays 2017. The total of 23 full papers, 3 short papers, and 4 poster papers was carefully reviewed and selected from 44 submissions. The topics covered by the conference offered participants a valuable platform to discuss and learn about the latest developments, technologies and possibilities in the development and use of serious games with a special focus on how different fields can be combined to achieve the best possible results.
In 1914, Ypres was a sleepy Belgian city admired for its magnificent Gothic architecture. The arrival of the rival armies in October 1914 transformed it into a place known throughout the world, each of the combatants associating the place with it its own particular palette of values and imagery. It is now at the heart of First World War battlefield tourism, with much of it's economy devoted to serving the interests of visitors from across the world. The surrounding countryside is dominated by memorials, cemeteries, and museums, many of which were erected in the 1920s and 1930s, but the number of which are being constantly added to as fascination with the region increases. Mark Connelly and Stefan Goebel explore the ways in which Ypres has been understood and interpreted by Britain and the Commonwealth, Belgium, France, and Germany, including the variants developed by the Nazis, looking at the ways in which different groups have struggled to impose their own narratives on the city and the region around it. They explore the city's growth as a tourist destination and examine the sometimes tricky relationship between local people and battlefield visitors, on the spectrum between respectful pilgrims and tourists seeking shocks and thrills. The result of new and extensive archival research across a number of countries, this new volume in the Great Battles series offers an innovative overview of the development of a critical site of Great War memory.
This open access volume presents the latest research in propaganda studies, featuring contributions from a range of leading scholars and covering the most cutting-edge scholarship in the study of propaganda from World War I to the present. Propaganda has always played a key role in shaping attitudes during periods of conflict and the academic study of propaganda, commencing in earnest in 1915, has never really left us. We continue to want to understand propaganda's inner-workings and, in doing so, to control and confine its influence. We remain anxious about pernicious information warfare campaigns, especially those that seemingly endanger liberal democracy or freedom of thought. What are the challenges, then, of studying propaganda studies in the twenty-first century? Much scholarship remains locked into the study of state-led campaigns, however an area of special concern in recent years has been the loss of official control over the basic instruments of mass communication. This has been seen in the rise of 'fake news' and the ability of non-state actors to influence political events. The ebook editions of this book are available open access under a CC BY-NC-ND 4.0 licence on bloomsburycollection.com. Open access was funded by Knowledge Unlatched. |
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