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    Playing the Crusades: Engaging the Crusades, Volume Five

    Playing the Crusades by Houghton, Robert;

    Engaging the Crusades, Volume Five

    Series: Engaging the Crusades;

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      • Publisher's listprice GBP 21.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        11 129 Ft (10 599 Ft + 5% VAT)
      • Discount 10% (cc. 1 113 Ft off)
      • Discounted price 10 016 Ft (9 539 Ft + 5% VAT)

    11 129 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Short description:

    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.

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    Long description:

    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.

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    Table of Contents:

    Introduction: crusades and crusading in modern games  1. A sacred task, no cross required: the image of crusading in computer gaming-related non-Christian science fiction universes  2.?I?m not responsible for the man you are!? crusading and masculinities in Dante?s Inferno  3. ?Show this fool knight what it is to have no fear?: freedom and oppression in Assassin?s Creed (2007)  4. Crusader kings too? (Mis)Representations of the crusades in strategy games  5. Learning to think historically: some theoretical challenges when playing the crusades


     

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