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  • Popularising the Middle Ages in Modern Fantasy – Neomedievalism, Video Games, and Vikings: Neomedievalism, Video Games, and Vikings

    Popularising the Middle Ages in Modern Fantasy – Neomedievalism, Video Games, and Vikings by Larrington, Carolyne; Velten, Hans Rudolf; Young, Helen;

    Neomedievalism, Video Games, and Vikings

    Series: Medievalism; 32;

      • GET 20% OFF

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      • Publisher's listprice GBP 85.00
      • 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.

        40 608 Ft (38 675 Ft + 5% VAT)
      • Discount 20% (cc. 8 122 Ft off)
      • Discounted price 32 487 Ft (30 940 Ft + 5% VAT)

    40 608 Ft

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    Not yet published.

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    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.

    Product details:

    • Publisher Boydell and Brewer
    • Date of Publication 6 January 2026

    • ISBN 9781843847595
    • Binding Hardback
    • No. of pages242 pages
    • Size 234x156x15 mm
    • Weight 666 g
    • Language English
    • Illustrations 5 b/w illus.
    • 700

    Categories

    Short description:

    Examines the development, nature, and significance of gritty (neo)medievalism in popular culture, from Assassins Creed: Valhalla and Berserk to Robert Eggers' The Northman.

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    Long description:

    "Examines the development, nature, and significance of gritty (neo)medievalism in popular culture, from Assassins Creed: Valhalla and Berserk to Robert Eggers' The Northman. Twenty-first-century popular culture has a fascination for the medieval. Its imagery, tropes and settings have become an integral part of the epic fantasy genre across different media, demonstrated by and following the success of such globally acclaimed television shows as Game of Thrones and Vikings. This volume studies this phenomenon, aiming to establish a broader understanding of why the Middle Ages have become so popular in an era of transmedia productions; it argues that concepts of accuracy and ""authenticity"" are key to this popularity, alongside engagement with contemporary debates about identity, race and gender, and agile responses to fan-community and media critiques. The essays address a variety of topics, from worldbuilding and narrative structures to female agency and the reception of Vikings, across a wide range of media, including film, television, literature, video games and manga. It also explores how contemporary fantasy engages with both academic knowledge and developments in imagination more widely, responding to ever-changing ideas about how an ""authentic"" Middle Ages may be created."

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