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Teaching the Middle Ages Through Modern Games

Teaching the Middle Ages Through Modern Games PDF Author: Robert Houghton
Publisher: Walter de Gruyter
ISBN: 9783111521374
Category : History
Languages : en
Pages : 0

Book Description


Teaching the Middle Ages Through Modern Games

Teaching the Middle Ages Through Modern Games PDF Author: Robert Houghton
Publisher: Walter de Gruyter
ISBN: 9783111521374
Category : History
Languages : en
Pages : 0

Book Description


Teaching the Middle Ages through Modern Games

Teaching the Middle Ages through Modern Games PDF Author: Robert Houghton
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110712032
Category : History
Languages : en
Pages : 314

Book Description
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 deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.

Games and Visual Culture in the Middle Ages and the Renaissance

Games and Visual Culture in the Middle Ages and the Renaissance PDF Author: Vanina Kopp
Publisher:
ISBN: 9782503588728
Category :
Languages : en
Pages : 356

Book Description
During the Middle Ages and the Renaissance, games were not an idle pastime, but were in fact important tools for exploring, transmitting, enhancing, subverting, and challenging social practices and their rules. Their study, through both visual and material sources, offers a unique insight into medieval and early modern gaming culture, shedding light not only on why, where, when, with whom and in what conditions and circumstances people played games, but also on the variety of interpretations that they had of games and play. Representations of games, and of artefacts associated with games, also often served to communicate complex ideas on topics that ranged from war to love, and from politics to theology.00This volume offers a particular focus onto the type of games that required little or no physical exertion and that, consequently, all people could enjoy, regardless of age, gender, status, occupation, or religion. The representations and artefacts discussed here by contributors, who come from varied disciplines including history, literary studies, art history, and archaeology, cover a wide geographical and chronological range, from Spain to Scandinavia to the Ottoman Turkey and from the early medieval period to the seventeenth century and beyond. Far from offering the ?last word? on the subject, it is hoped that this volume will encourage further studies.

Playing the Middle Ages

Playing the Middle Ages PDF Author: Robert Houghton
Publisher: Bloomsbury Publishing
ISBN: 1350242896
Category : History
Languages : en
Pages : 289

Book Description
The Middle Ages have provided rich source material for physical and digital games from Dungeons and Dragons to Assassin's Creed. This volume addresses the many ways in which different formats and genre of games represent the period. It considers the restrictions placed on these representations by the mechanical and gameplay requirements of the medium and by audience expectations of these products and the period, highlighting innovative attempts to overcome these limitations through game design and play. Playing the Middle Ages considers a number of important and timely issues within the field including: one, the connection between medieval games and political nationalistic rhetoric; two, trends in the presentation of religion, warfare and other aspects of medieval society and their connection to modern culture; three, the problematic representations of race; and four, the place of gender and sexuality within these games and the broader gaming community. The book draws on the experience of a wide-ranging and international group of academics across disciplines and from games designers. Through this combination of expertise, it provides a unique perspective on the representation of the Middle Ages in modern games and drives key discussions in the fields of history and game design.

Studies in Medievalism XXXIII

Studies in Medievalism XXXIII PDF Author: Karl Fugelso
Publisher: Boydell & Brewer
ISBN: 1843847175
Category : Literary Collections
Languages : en
Pages : 271

Book Description
Essays on the post-modern reception and interpretation of the Middle Ages. Though Studies in Medievalism has hosted many essays on gender, this is the first volume devoted specifically to that theme. The first part features four short essays that directly address manifestations of sexism in postmedieval responses to the Middle Ages: gender substitutions in a Grail Quest episode of the 2023 television series Mrs. Davis, repurposed misogyny in the last two episodes of Game of Thrones (2011-19), traditional gender stereotypes in Capital One's credit card commercials from 2000 to 2013, and "shaggy" medievalism in Robert Eggers' 2022 film The Northman. The second part contains ten longer essays, which collectively continue to demonstrate the ubiquity of gender issues and the extraordinary flexibility of approaches to them. The authors discuss the misogynistic sexualization of Grendel's mother in Parke Godwin's 1995 fantasy novel The Tower of Beowulf, in Graham Baker's 1999 film Beowulf, in three episodes from the television series Xena: Warrior Princess, and in Robert Zemeckis's 2007 film Beowulf; gender substitution in David Lowery's 2021 film The Green Knight and in Kinoku Nasu's and Takashi Takeuchi's anime series Fate (2004-); female authorship of three early-nineteenth-century plays about court ladies' medieval empowerment; extraordinary violence in medievalist video games; nationalism in fake nineteenth-century medievalist documents and in contemporary online fora; racial discrimination in video gaming and in Jim Crow literature; and the condemnation of racism in Maria Dahvana Headley's 2018 novel The Mere Wife.

Playing the Middle Ages

Playing the Middle Ages PDF Author: Robert Houghton
Publisher:
ISBN: 9781350242913
Category : History
Languages : en
Pages : 0

Book Description
The Middle Ages have provided rich source material for physical and digital games from Dungeons and Dragons to Assassin's Creed. This volume addresses the many ways in which different formats and genre of games represent the period. It considers the restrictions placed on these representations by the mechanical and gameplay requirements of the medium and by audience expectations of these products and the period., highlighting innovative attempts to overcome these limitations through game design and play. Playing the Middle Ages considers a number of important and timely issues within the field including: one, the connection between medieval games and political nationalistic rhetoric; two, trends in the presentation of religion, warfare and other aspects of medieval society and their connection to modern culture; three, the problematic representations of race; and four, the place of gender and sexuality within these games and the broader gaming community. The book draws on the experience of a wide-ranging and international group of academics across disciplines and from games designers. Through this combination of expertise, it provides a unique perspective on the representation of the Middle Ages in modern games and drives key discussions in the fields of history and game design.

Games and Gaming in Medieval Literature

Games and Gaming in Medieval Literature PDF Author: Serina Patterson
Publisher: Springer
ISBN: 1137497521
Category : Literary Criticism
Languages : en
Pages : 241

Book Description
The first-of-its-kind, Games and Gaming in Medieval Literature explores the depth and breadth of games in medieval literature and culture. Chapters span from the twelfth to the sixteenth centuries, and cover England, France, Denmark, Poland, and Spain, re-examining medieval games in diverse social settings such as the church, court, and household.

Sports and Games of Medieval Cultures

Sports and Games of Medieval Cultures PDF Author: Sally Wilkins
Publisher:
ISBN:
Category : Games
Languages : en
Pages : 0

Book Description
From the beginning of time, humans have created and passed on to their children sports and games that teach skills, promote leisure, and encourage friendly competition. By studying these sports and games, we learn much about the culture and traditions of our ancestors. Sports and Games of Medieval Cultures focuses on those sports, games, and play rituals from across the globe that were invented and played during the time of the Middle Ages. Teachers, students, and sports enthusiasts will enjoy discovering the early origins of their favorite sports and games, and how they have evolved into the familiar versions of today. They will also learn about many games otherwise lost to history, and find instructions on how to adapt them for modern play. As one of four books in the series Sports and Games Through History, it is divided into seven regions of the world including: Africa, Asia, Europe, Latin America, The Middle East, North America, and Oceania. Each section describes sports, games, and play rituals for that region, and students can compare and contrast similar sports and games from different regions. Descriptions of equipment, with instructions on making or adapting the game pieces, are given for those students who would like to recreate the games for either multicultural assignments or for fun. This unique book belongs in every library's sports history and multicultural collections.

Sports and Games of Medieval Cultures

Sports and Games of Medieval Cultures PDF Author: Sally Wilkins
Publisher: Greenwood Publishing Group
ISBN: 9780313317118
Category : Games & Activities
Languages : en
Pages : 344

Book Description
Identifies sports, games, and play from cultures around the world that were invented and played during medieval times.

Pleasure and Leisure in the Middle Ages and Early Modern Age

Pleasure and Leisure in the Middle Ages and Early Modern Age PDF Author: Albrecht Classen
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110623706
Category : History
Languages : en
Pages : 946

Book Description
Jan Huizinga and Roger Caillois have already taught us to realize how important games and play have been for pre-modern civilization. Recent research has begun to acknowledge the fundamental importance of these aspects in cultural, religious, philosophical, and literary terms. This volume expands on the traditional approach still very much focused on the materiality of game (toys, cards, dice, falcons, dolls, etc.) and acknowledges that game constituted also a form of coming to terms with human existence in an unstable and volatile world determined by universal randomness and fortune. Whether considering blessings or horse fighting, falconry or card games, playing with dice or dolls, we can gain a much deeper understanding of medieval and early modern society when we consider how people pursued pleasure and how they structured their leisure time. The contributions examine a wide gamut of approaches to pleasure, considering health issues, eroticism, tournaments, playing music, reading and listening, drinking alcohol, gambling and throwing dice. This large issue was also relevant, of course, in non-Christian societies, and constitutes a critical concern both for the past and the present because we are all homines ludentes.