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  • The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism

    The Middle Ages in Computer Games by Houghton, Robert;

    Ludic Approaches to the Medieval and Medievalism

    Series: Medievalism; 28;

      • Publisher's listprice GBP 115.00
      • 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.

        54 941 Ft (52 325 Ft + 5% VAT)

    54 941 Ft

    db

    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.

    Product details:

    • Publisher Boydell & Brewer Ltd
    • Date of Publication 5 November 2024
    • Number of Volumes Print PDF

    • ISBN 9781843847298
    • Binding Hardback
    • No. of pages372 pages
    • Size 234x156 mm
    • Weight 706 g
    • Language English
    • 610

    Categories

    Short description:

    Offers the most comprehensive analysis and discussion of medievalist computer games to date.

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    Long description:

    Offers the most comprehensive analysis and discussion of medievalist computer games to date. Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. This book explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching.

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    Table of Contents:

    Introduction: The Middle Ages in Computer Games 1. Mechanical and Social Pressures 2. Medievalist Genres 3. Combat and Warfare 4. Science, Technology and the Dark Ages 5. Rule and Rulership 6. The Church and Organised Religion 7. Morality 8. Race and Nationality 9. Gender and Sexuality Conclusion: A Different Medievalism, Different Games Bibliography Filmography Ludography

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