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A general introduction to archeogaming describing the intersection of archaeology and video games and applying archaeological method and theory into understanding game-spaces. “[T]he author’s clarity of style makes it accessible to all readers, with or without an archaeological background. Moreover, his personal anecdotes and gameplay experiences with different game titles, from which his ideas often develop, make it very enjoyable reading.”—Antiquity Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity i...
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.
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 ...
A reference for history enthusiasts, scholars and collectors alike, this book offers a comprehensive guide to Gupta Dynasty numismatics. The 2nd edition sees all known Gupta coin issues documented, with updated classifications and notes on their rarity. A revised chronology is presented, using data from coins, inscriptions, seals and copper plates.
Timeless advice about how to use humor to win over any audience Can jokes win a hostile room, a hopeless argument, or even an election? You bet they can, according to Cicero, and he knew what he was talking about. One of Rome’s greatest politicians, speakers, and lawyers, Cicero was also reputedly one of antiquity’s funniest people. After he was elected commander-in-chief and head of state, his enemies even started calling him “the stand-up Consul.” How to Tell a Joke provides a lively new translation of Cicero’s essential writing on humor alongside that of the later Roman orator and educator Quintilian. The result is a timeless practical guide to how a well-timed joke can win over...
Offering a unique blend of thematic and chronological investigation, this highly illustrated, engaging text explores the rich historical, cultural, and social contexts of 3,000 years of Greek art, from the Bronze Age through the Hellenistic period. Uniquely intersperses chapters devoted to major periods of Greek art from the Bronze Age through the Hellenistic period, with chapters containing discussions of important contextual themes across all of the periods Contextual chapters illustrate how a range of factors, such as the urban environment, gender, markets, and cross-cultural contact, influenced the development of art Chronological chapters survey the appearance and development of key art...
This five-volume set presents some 1,000 comprehensive and fully illustrated histories of the most famous sites in the world. Entries include location, description, and site details, and a 3,000- to 4,000-word essay that provides a full history of the site and its condition today. An annotated further reading list of books and articles about the site completes each entry. The geographically organized volumes include: * Volume 1: The Americas * [1-884964-00-1] * Volume 2: Northern Europe * [1-884964-01-X] * Volume 3: Southern Europe * [1-884964-02-8] * Volume 4: Middle East & Africa * [1-884964-03-6] * Volume 5: Asia & Oceania * [1-884964-04-4]