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A collection of 195 museums in the Caribbean showcases the unique practices and processes used to engage with contemporary communities.
Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study ...
Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deplo...
This book focuses on various manifestations of history in public spaces: in the physical ones of various historical times and geographical places, as well as in the virtual world. It discusses how the spaces have been shaped and re-shaped, by whom and for what (not always laudable) purposes, and raises pragmatical and ethical questions for both research and practical activities in the field. By combining both micro and global perspectives, the universal role that history plays in spaces created by and for, as well as the factors determining its usages, is revealed. The authors are rooted in specific national contexts: Canadian or American, Ukrainian or Polish, British or Irish, German or Lux...
The Routledge Handbook of Archaeology and the Media in the 21st Century presents diverse international perspectives on what it means to be an archaeologist and to conduct archaeological research in the age of digital and mobile media. This volume analyses the present‐day use of new and old media by professional and academic archaeology for leisure, academic study and/or public engagement, and attempts to provide a broad survey of the use of media in a wider global archaeological context. It features work on traditional paper media, radio, podcasting, film, television, contemporary art, photography, video games, mobile technology, 3D image capture, digitization and social media. Themes expl...
The studies in this volume share a focus on religion in the ancient Mediterranean world: How ritual, myth, spectatorship, and travel reflect the continual interaction of human beings with the richly fictive beings who defined the boundaries of groups, access to the past, and mobility across land and seascapes. They share as well the methodological exploration of the intersection between human sciencesthe integration of numerous disciplines around the study of all aspects of human life from the biological to the culturaland the study of the past. In so doing, they continue a long dialogue that engages with critical models derived from specializations within history, philology, archaeology, sociology, and anthropology, and addresses, increasingly, the potentialities and pitfalls of quantitative and digital analyses. Many of the threads in this long conversation inform these chapters: the comparative project, human social evolution, disciplinary reflexivity, religion as an embedded, functional, and structural system, and the role for agency, networks, and materiality.
Exploring the use of digital methods in heritage studies and archaeological research The two volumes of Digital Heritage and Archaeology in Practice bring together archaeologists and heritage professionals from private, public, and academic sectors to discuss practical applications of digital and computational approaches to the field. Contributors thoughtfully explore the diverse and exciting ways in which digital methods are being deployed in archaeological interpretation and analysis, museum collections and archives, and community engagement, as well as the unique challenges that these approaches bring. This volume begins with discussions of digitization at museums and other heritage insti...
This volume focuses on the depiction of women in video games set in historical periods or archaeological contexts, explores the tension between historical and archaeological accuracy and authenticity, examines portrayals of women in historical periods or archaeological contexts, portrayals of female historians and archaeologists, and portrayals of women in fantastical historical and archaeological contexts. It includes both triple A and independent video games, incorporating genres such as turn-based strategy, action-adventure, survival horror, and a variety of different types of role-playing games. Its chronological and geographical scope ranges from late third century BCE China, to mid first century BCE Egypt, to Pictish and Viking Europe, to Medieval Germany, to twentieth century Taiwan, and into the contemporary world, but it also ventures beyond our universe and into the fantasy realm of Hyrule and the science fiction solar system of the Nebula.
This book explores the representations of Central and Eastern European histories in digital games. Focusing on games that examine a range of national histories and heritages from across Central and Eastern Europe, the volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games – from postcolonialism to identity politics to heritage studies. The book includes chapters on Serbia, Poland, Ukraine, Russia, Belarus, Hungary, Estonia, Slovakia, Czechia, Finland, and (a Western guest with regional connections) Luxembourg. Through the lens of video games, the authors address how nations struggle with the legacies of war, colonialism, and religious strife that have been a part of nation-building - but also how victimized cultures can survive, resist, and sometimes prevail. Appealing primarily to scholars in the fields of game studies, heritage studies, postcolonial criticism, and media studies, this book will be particularly useful for the subfields of historical game studies and postcolonial game studies.
With the right methods, studying the ancient world can be as engaging as it is informative. The teaching activities in this book are designed in a cookbook format so that educators can replicate these teaching "recipes” (including materials, budget, preparation time, study level) in classes of ancient art, archaeology, social studies, and history.