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  • 1
    Online Resource
    Online Resource
    London [England] : Bloomsbury | [London, England] : Bloomsbury Publishing
    UID:
    gbv_1775824136
    Format: 1 Online-Ressource (288 pages) , illustrations
    Edition: First edition
    Edition: Also published in print
    ISBN: 9781350167452
    Series Statement: New Directions in Medieval Studies
    Content: Introduction: Accuracy and Authenticity, Karl Alvestad (University of South-Eastern Norway, Norway) and Robert Houghton (University of Winchester, UK) -- Part I. Defining and Claiming Accuracy and Authenticity -- 1. 'History is Our Playground': Accuracy, Authenticity and Historical Media, Andrew Elliot (University of Lincoln, UK) -- 2. The 'Accurate' Deeds of our Fathers: The Changing Narrative of the Foundation of Norway, Karl Alvestad (University of South-Eastern Norway, Norway) -- 3. Medieval Objects in Modern Buildings: Medievalism, Family Identities and Critical Heritage Studies, Linsey Hunter (University of the Highlands and Islands, UK) -- 4. Where do the 'White Middle Ages' Come From? Helen Young (University of Sydney, Australia) -- 5. Modding History: Games Culture and the Constitution of the Authentic/Accurate, Adam Chapman (University of Gothenburg, Sweden) -- Part II. Exploring and Perpetuating (In)Accuracy and (In)Authenticity -- 6. Symbol or Falsehood? The Evolution of the Image of Wallace's Two-Handed Sword, Laura Harrison (University of Edinburgh, UK) -- 7. Authenticity and the Depiction of Medieval Medicine and Science in Modern Film and Television, April Harper (SUNY Oneonta, USA) -- 8. Audience Receptions of the Medieval on the Small and Silver Screen, Sian Beavers (Open University, UK) -- 9. ''Tis But a Scratch': Medieval Martial Arts in Modern Media, Jacob Deacon (University of Leeds, UK) -- 10. Absent Mothers: The Feminized 'Dark Ages' in Modern Board and Card Game Cultures, Daisy Black (University of Wolverhampton, UK) -- Part III. Creating Accuracy and Authenticity -- 11. The Tourist Gaze the 'Medieval' Landscape, Megan Arnott (Western Michigan University, USA) -- 12. Playing at the Crossroads of Religion and Law: Historical Milieu and Context in 'Lost & Found', Owen Gottleib (Rochester Institute of Technology, USA) -- 13. Playing Modding for 'Realism' and 'Accuracy' in Skyrim, Victoria Cooper (University of Leeds, UK) -- 14. Playing the Taskscapes: Representing Medieval Life through Video Games Technologies, Juan Hiriart (Salford University, UK).
    Content: 15. If You're Going to be the King, You'd Better Damn Well Act Like the King: Setting Objectives to Encourage 'Realistic' Play in Grand Strategy Computer Games, Robert Houghton (University of Winchester, UK) -- Part IV. Conclusion Beyond Accuracy and Authenticity, Karl Alvestad (University of South-Eastern Norway, Norway) and Robert Houghton (University of Winchester, UK) -- Bibliography -- Index.
    Content: "Bringing 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."--
    Note: Includes bibliographical references and index , Also published in print. , Mode of access: World Wide Web.
    Additional Edition: ISBN 9781350167476
    Additional Edition: ISBN 9781788314787
    Additional Edition: ISBN 1788314786
    Additional Edition: ISBN 9781788314787
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 9781788314787
    Language: English
    Keywords: Electronic books
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  • 2
    UID:
    b3kat_BV008626765
    In: 1
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 3
    UID:
    b3kat_BV009778299
    In: 2
    Language: English
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  • 4
    Online Resource
    Online Resource
    Amsterdam : Amsterdan University Press
    UID:
    gbv_1820059308
    Format: 1 online resource (343 pages) , digital, PDF file(s).
    ISBN: 9789048536207 , 9789462985179
    Series Statement: Italy in Late Antiquity and the Early Middle Ages 3
    Content: This collection of essays from both established and emerging scholars analyses the dynamic connections between conflict and violence in medieval Italy. Together, 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 century, allows this book to cross a number of 'traditional' fault-lines in Italian historiography - 774, 888, 962 and 1025. The essays provide a wide-ranging analysis of the role of conflict in the period, the operation of power and the development of communal consciousness and collective action by protagonists and groups. It is thus essential reading for scholars, students and general readers who wish to understand the situation on the ground in the medieval Italian environment.
    Note: Title from publisher's bibliographic system (viewed on 07 Sep 2022)
    Additional Edition: ISBN 9789462985179
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 9789462985179
    Language: English
    Subjects: History
    RVK:
    Keywords: Konferenzschrift
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  • 5
    Online Resource
    Online Resource
    London ; New York, NY : Routledge
    UID:
    b3kat_BV047302463
    Format: 1 Online-Ressource (ix, 112 Seiten)
    ISBN: 9780429293269 , 9781000360264 , 1000360261 , 0429293267 , 9781000360288 , 1000360288
    Series Statement: Engaging the crusades volume 5
    Content: Introduction: Crusades and crusading in modern games / Robert Houghton -- A sacred task, no cross required : the image of crusading in computer gaming-related non-Christian science fiction universes / Roland Wenskus -- 'I'm not responsible for the man you are!' Crusading and masculinities in Dante's inferno / Katherine J. Lewis -- 'Show this fool knight what it is to have no fear' : freedom and oppression in Assassin's creed (2007) / Oana-Alexandra Chirilă -- Crusader kings too? (Mis)representations of the crusades in strategy games / Robert Houghton -- Learning to think historically : some theoretical challenges when playing the crusades / Andreas Körber, Johannes Meyer-Hamme, and Robert Houghton
    Content: "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. Playing the Crusades is invaluable for scholars and students interested in the crusades, popular representations of the crusades, historical games, and collective memory"--
    Additional Edition: Erscheint auch als Druck-Ausgabe, Hardcover ISBN 978-0-367-26441-3
    Language: English
    Subjects: History
    RVK:
    RVK:
    Keywords: Kreuzzüge ; Rezeption ; Spiel ; Aufsatzsammlung
    URL: Volltext  (URL des Erstveröffentlichers)
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  • 6
    UID:
    gbv_1794562184
    Format: 1 Online-Ressource
    ISBN: 9781350167452 , 9781788314787
    Content: 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
    Note: English
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 7
    UID:
    b3kat_BV048306154
    Format: VIII, 306 Seiten , Illustrationen , 23 cm x 15.5 cm
    ISBN: 9783110711967
    Series Statement: Video games and the humanities volume 11
    Note: Aus der Danksagung: "This volume emerged from a conference strand at the International Medieval Congress at the University of Leeds in 2019."
    Additional Edition: Erscheint auch als Online-Ausgabe, EPUB ISBN 978-3-11-071211-7
    Additional Edition: Erscheint auch als Online-Ausgabe, PDF ISBN 978-3-11-071203-2
    Language: English
    Subjects: History
    RVK:
    RVK:
    RVK:
    Keywords: Mittelalter ; Geschichtsunterricht ; Lernspiel ; Computerspiel ; Konferenzschrift ; Konferenzschrift
    URL: Inhaltsverzeichnis  (lizenzpflichtig)
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  • 8
    Online Resource
    Online Resource
    London : British Film Institute | London : Bloomsbury Publishing (UK)
    UID:
    gbv_1860124348
    Format: 1 Online-Ressource (288 pages)
    Edition: 1st ed
    ISBN: 9781350242913
    Series Statement: New Directions in Medieval Studies
    Content: 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
    Note: List of Figures List of Contributors 1 The Middle Ages in Modern Games: An Adolescent Field Robert Houghton, University of Winchester, UK 2 Unbending Medievalisms: Finding counterfactual history in sandbox games set in the Middle Ages, Ylva Grufstedt, Malmö University, Sweden 3 Playing the Sonic Past: reflections on sound in medieval-themed video games, Mariana López, University of York, UK 4 Medieval Sounds, Sounding Medieval, Karen M. Cook, University of Hartford, USA 5 All on board for the Crusades, Gordon Smith, University of Edinburgh, UK 6 Subverting the Valiant Crusader: The Sarafan in the Legacy of Kain: Soul Reaver series, Liam McLeod, University of Birmingham, UK 7 Making Friendships, Breaking Friendships: Exploring Viking-Age Social Roles Through Player Strategy in A Feast for Odin, Adam Bierstedt, University of Reykjavik, Iceland 8 Abandoning Civilization: Medieval Rulership in Crusader Kings III, Reigns, and Mount and Blade: Warband, Robert Houghton, University of Winchester, UK 9 Joan of Arc, the Meme of Orléans: The Playful Liberties Taken with History by the Age of Empires 2 Gaming Community, Jonathan Bloch, Independent Scholar 10 On the Postcolonial Analysis of 'Indians' in Age of Empires II: A Theory of "Ethical Programs" Behind Postcolonial Criticisms of Videogames, Neil Nagwekar 11 Virtually (De)Colonized: Racial Identity and Colonialism in the Middle Ages and as Depicted in Kingdom Come: Deliverance, Innocence: A Plague Tale, The Elder Scrolls, and Black Desert Online, Johansen Quijano, University of Texas at Arlington, USA 12 Representations of Medieval Gender Archetypes in Fantasy Role-Playing Games, Markus Eldegard Mindrebø, Royal Holloway, UK 13 Ashen, Hollow, Cursed: Fragile Knighthood in the Dark Souls Series and its Medieval Antecedents, Patrick Butler, University of Connecticut, USA 14 Matilda of Canossa and Crusader Kings II: (Papal) Warrior Princess, Blair Apgar, University of York, UK Index
    Additional Edition: ISBN 9781350242883
    Additional Edition: ISBN 9781350242890
    Additional Edition: ISBN 9781350242906
    Additional Edition: ISBN 9781350242920
    Language: English
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  • 9
  • 10
    UID:
    gbv_444970797
    Format: XXV, 338 S. 8"
    Edition: 2. ed. rev. and enl
    Series Statement: (Mysore University Studies. Historical series)
    Language: Undetermined
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