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There is an undeniable and persisting fascination with Niccolò Machiavelli and his infamous political theories in contemporary pop culture. Many comic books, video games, TV series, movies, and graphic novels make explicit or implicit references to the most infamous political thinker of all-time. By offering the reader an idea of how Machiavelli is present and represented in contemporary media (in particular, in Assassin’s Creed, House of Cards, Homeland, pop art, American and Italian politics, Italian cinema, and Trump’s rise to power), Machiavelli in Contemporary Media gives new life to Machiavellian thought and shows how his theories—but also the several different interpretations o...
The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.
In June 2012, scholars from a number of disciplines and countries gathered in Stockholm to discuss the representation of ancient mythology in Renaissance Europe. This symposium was an opportunity for the participants to cross disciplinary borders and to problematize a well-researched field. The aim was to move beyond a view of mythology as mere propaganda in order to promote an understanding of ancient tales and fables as contemporary means to explain and comprehend the Early Modern world. W ...
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...
This collection of essays is the first English-language study to present the latest research on Italy’s cultural relationships with China and Japan across the centuries. It explores topics ranging from travel writing to creative arts, from translation to religious accommodation, and from Cold War politics to Chinese American cuisine. The volume draws on the expertise of an interdisciplinary group of scholars trained and working in Europe, East Asia, and North America who re-assess research foci and frames, showcase transcultural and theoretically-informed research, and help to strengthen this field of study.
Bringing prudence back into the centre of political philosophical discussion, this book assesses how far the Aristotelian notion can be of use in thinking about politics today. Antique, medieval and early modern discussions on practical wisdom are reconstructed and re-contextualised to show not only how our understanding of the virtue of 'prudence' has changed over time, but why it should be revived. Starting with basic Aristotelian principles, such as the relevance of cooperation and politics in human life, the significance of the virtues and character-formation for political actors, and the personal and communal resources of right action in politics, Ferenc Hörcher offers an evolutionary ...
An important new interpretation of Machiavelli's political thinking, appearing in English for the first time.
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, tre...
Eine der krisenhaftesten Epochen der russischen Geschichte – die 'Zeit der Wirren' – ebnete den Weg für eine uneingeschränkte Selbstherrschaft der Zaren im Moskauer Reich. Dieser Band präsentiert die russische Autokratie von 1598 bis 1613 und setzt damalige Machtverhältnisse in Moskowien in einen interkulturellen Kontext. Die 'Zeit der Wirren' als Epoche einer tiefen dynastischen und sozialen Krise wird aus historischer, klimatologischer sowie aus der Perspektive der deutschsprachigen Zeitzeugenberichte beleuchtet. Das Phänomen der Moskauer Autokratie wird der autokratischen Herrschaft in China entgegengesetzt. Umfassend erläutert – unter anderem an den Beispielen Boris Godunovs ...