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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...
Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching and communicating archaeology as a discipline. The communication of archaeology is an often neglected but ever more important part of the profession. Instead of traditional lectures and museum displays, we can interact with the past in various ways. Students of archaeology today need to learn and understand these technologies, but can on the other hand also profit fr...
Collecting diverse critical perspectives on the topic of play—from dolls, bilboquets, and lotteries, to writing itself—this volume offers new insights into how play was used to represent and reimagine the world in eighteenth-century France. In documenting various modes of play, contributors theorize its relation to law, religion, politics, and economics. Equally important was the role of “play” in plays, and the function of theatrical performance in mirroring, and often contesting, our place in the universe. These essays remind us that the spirit of play was very much alive during the “Age of Reason,” providing ways for its practitioners to consider more “serious” themes such as free will and determinism, illusions and equivocations, or chance and inequality. Standing at the intersection of multiple intellectual avenues, this is the first comprehensive study in English devoted to the different guises of play in Enlightenment France, certain to interest curious readers across disciplinary backgrounds.
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...
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...
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.
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.
As a sequel to Archaeogaming: an Introduction to Archaeology in and of Video Games, the author focuses on the practical and applied side of the discipline, collecting recent digital fieldwork together in one place for the first time to share new methods in treating interactive digital built environments as sites for archaeological investigation. Fully executed examples of practical and applied archaeogaming include the necessity of a rapid archaeology of digital built environments, the creation of a Harris matrix for software stratigraphy, the ethnographic work behind a human civilization trapped in an unstable digital landscape, how to conduct photogrammetry and GIS mapping in procedurally generated space, and how to transform digital artifacts into printed three-dimensional objects. Additionally, the results of the 2014 Atari excavation in Alamogordo, New Mexico are summarized for the first time.
When public history was imported from the United States to China around the turn of the twenty-first century, it was introduced as a sub-field within history, and has developed along that path ever since. Professional historians in China, even some forward-looking ones, see public history as merely presenting a change in the patterns of participation in history-making. This book offers a sharply different view. It contends, essentially, that public history represents more than a research domain within history or within any existing discipline, nor does it fit into any established narratives, but rather, a fundamental change of the entire process of history-making in China. In this process, the public is prosuming history. Public history makes obsolete the old structure for building and acquiring historical knowledge: it challenges the old assumptions, supersedes the rigid academic hierarchy, and stirs the imaginations of the multitudes. With an assemblage of case studies, this work makes a case for a system view of public history making, or public history(ing), and launches a concept, complex public history, i.e. public history(ing) as complex adaptive systems.
Cultural heritage, which includes archaeology, is recognized as serving an increasingly important role in European societal development. But what exactly is the relevance of archaeology to present day citizens? Imprint of Action investigates the sociocultural impact of archaeology through public activities. These activities provide an ideal setting for research, as they represent a structured point of encounter between the public and archaeological heritage; in analysing them, aspects of people's connections to the past are revealed. As such this research forms an integral part of the NEARCH project (2013-2018).As a basis for analysis, survey data from three large-scale case studies - 'DOMun...