You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.
Space, Place, and Motion: Locating Confraternities in the Late Medieval and Early Modern City offers the first sustained comparative examination of the relationship between confraternal life and the spaces of the late medieval and early modern city. By considering cities large (Rome) and small (Aalst) in regions as disparate as Ireland and Mexico, the essays collected here seek to uncover the commonalities and differences in confraternal practice as they played out on the urban stage. From the candlelit oratory to the bustling piazza, from the hospital ward to the festal table, from the processional route to the execution grounds, late medieval and early modern cities, this interdisciplinary book contends, were made up of fluid and contested ‘confraternal spaces.’ Contributors are: Kira Maye Albinsky, Meryl Bailey, Cormac Begadon, Caroline Blondeau-Morizot, Danielle Carrabino, Andrew Chen, Ellen Decraene, Laura Dierksmeier, Ellen Alexandra Dooley, Douglas N. Dow, Anu Mänd, Rebekah Perry, Pamela A.V. Stewart, Arie van Steensel, and Barbara Wisch.
When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.
None
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...
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...
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.