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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...
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...
In der Geschichte des Seehandels unterscheidet man traditionell zwischen erlaubtem Handel und illegalen Praktiken. Doch was wir heute als "unerlaubt" ansehen, wurde bis zur Durchsetzung des souveränen Staates oft als legitim wahrgenommen, weil es innerhalb der Spielregeln des Wirtschaftslebens erfolgte. Je nachdem, wie gut ein Akteur seine Vorstellung durchsetzen konnte, wurde er als Pirat, Schmuggler, Kaufmann oder Admiral wahrgenommen.
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...
If historical culture is the specific and particular ways that a society engages with its past, this book aims to situate the professional practice of public history, now emerging across the world, within that framework. It links the increasingly varied practices of memory and history-making such as genealogy, podcasting, re-enactment, family histories, memoir writing, film-making and facebook histories with the work that professional historians do, both in and out of the academy. Making Histories asks questions about the role of the expert and notions of authority within a landscape that is increasingly concerned with connection to the past and authenticity. The book is divided into four parts: 1. Resistance, Rights, Authority 2. Memory, Memorialization, Commemoration 3. Performance, Transmission, Reception 4. Family, Private, Self The four sections outline major themes emerging in public history across the world in the 21st century which are all underpinned by the impact of new media on historical practice and our central argument for the volume which advocates a more capacious definition of what constitutes ‘public history‘.
This handbook provides a systematic overview of the present state of international research in digital public history. Individual studies by internationally renowned public historians, digital humanists, and digital historians elucidate central issues in the field and present a critical account of the major public history accomplishments, research activities, and practices with the public and of their digital context. The handbook applies an international and comparative approach, looks at the historical development of the field, focuses on technical background and the use of specific digital media and tools. Furthermore, the handbook analyzes connections with local communities and different publics worldwide when engaging in digital activities with the past, indicating directions for future research, and teaching activities.
This volume also provides both currently practicing historians and those entering the field a map for understanding the historical landscape of the future: not just to the historiographical debates of the academy but also the boom in commemoration and history outside the academy evident in many countries since the 1990s, which now constitutes the historical culture in each country. Public historians need to understand both contexts, and to negotiate their implications for questions of historical authority and the public historian's work.
Across the globe, history has gone public. With the rise of the internet, family historians are now delving into archives continents apart. Activists look into and recreate the past to promote social justice or environmental causes. Dark and difficult pasts are confronted at sites of commemoration. Artists draw on memory and the past to study the human condition and make meaning in the present. As a result of this democratisation of history, public history movements have now risen to prominence. This groundbreaking edited collection takes a comprehensive look at public history throughout the world. Divided into three sections - Background, Definitions and Issues; Approaches and Methods; and ...
From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. With successful series such as “Assassin's Creed” or "Civilization” selling millions of copies, video games rival even television and cinema in their role in shaping younger audiences' perceptions of the past. Yet classical scholarship, though embracing other popular media as areas of research, has so far largely ign...
Where do we end up when we enter the time machine that is the digital game? One axiomatic truth of historical research is that the past is the time-space that eludes human intervention. Every account made of the past is therefore only an approximation. But how is it that strolling through ancient Alexandria can feel so real in the virtual world? Claims of authenticity are prominent in discussions surrounding the digital games of our time. What is historical authenticity and does it even matter? When does authenticity or the lack thereof become political? By answering these questions, the book illuminates the ubiquitous category of authenticity from the perspective of historical game studies.