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Women in Classical Video Games

Women in Classical Video Games PDF Author: Jane Draycott
Publisher: Bloomsbury Publishing
ISBN: 1350241946
Category : History
Languages : en
Pages : 288

Book Description
Despite the prevalence of video games set in or inspired by classical antiquity, the medium has to date remained markedly understudied in the disciplines of classics and ancient history, with the role of women in these video games especially neglected. Women in Classical Video Games seeks to address this imbalance as the first book-length work of scholarship to examine the depiction of women in video games set in classical antiquity. The volume surveys the history of women in these games and the range of figures presented from the 1980s to the modern day, alongside discussion of issues such as historical accuracy, authenticity, gender, sexuality, monstrosity, hegemony, race and ethnicity, and the use of tropes. A wide range of games of different types and modes are discussed, with particular attention paid to the Assassin's Creed franchise's 21st-century ventures into classical antiquity (first in Origins (2017), set in Hellenistic Egypt, and then in Odyssey (2018), set in classical Greece), which have caught the imagination not only of gamers, but also of academics, especially in relation to their accompanying educational Discovery Modes. The detailed case studies presented here form a compelling case for the indispensability of the medium to both reception studies and gender studies, and offer nuanced answers to such questions as how and why women are portrayed in the ways that they are.

Women in Classical Video Games

Women in Classical Video Games PDF Author: Jane Draycott
Publisher: Bloomsbury Publishing
ISBN: 1350241946
Category : History
Languages : en
Pages : 288
Book Description
Despite the prevalence of video games set in or inspired by classical antiquity, the medium has to date remained markedly understudied in the disciplines of classics and ancient history, with the role of women in these video games especially neglected. Women in Classical Video Games seeks to address this imbalance as the first book-length work of scholarship to examine the depiction of women in video games set in classical antiquity. The volume surveys the history of women in these games and the range of figures presented from the 1980s to the modern day, alongside discussion of issues such as historical accuracy, authenticity, gender, sexuality, monstrosity, hegemony, race and ethnicity, and the use of tropes. A wide range of games of different types and modes are discussed, with particular attention paid to the Assassin's Creed franchise's 21st-century ventures into classical antiquity (first in Origins (2017), set in Hellenistic Egypt, and then in Odyssey (2018), set in classical Greece), which have caught the imagination not only of gamers, but also of academics, especially in relation to their accompanying educational Discovery Modes. The detailed case studies presented here form a compelling case for the indispensability of the medium to both reception studies and gender studies, and offer nuanced answers to such questions as how and why women are portrayed in the ways that they are.

Women in Classical Video Games

Women in Classical Video Games PDF Author: Kate Cook
Publisher:
ISBN: 9781350241954
Category : Sex role in mass media
Languages : en
Pages : 304
Book Description
"Despite the prevalence of video games set in or inspired by classical antiquity, the medium has to date remained markedly understudied in the disciplines of Classics and Ancient History, with the role of women in these video games especially neglected. Women in Classical Video Games seeks to address this imbalance as the first book-length work of scholarship to examine the depiction of women in video games set in classical antiquity. The volume surveys the history of women in these games and the range of figures presented from the 1980s to the present, alongside discussion of issues such as historical accuracy, authenticity, gender, sexuality, monstrosity, hegemony, race and ethnicity, and the use of tropes. A wide range of games of different types and modes are discussed, with particular attention paid to the Assassin's Creed franchise's 21st-century ventures into classical antiquity (first in Origins (2017), set in Hellenistic Egypt, and then in Odyssey (2018), set in Classical Greece), which have caught the imagination not only of gamers, but also of academics, especially in relation to their accompanying educational Discovery Modes. The detailed case studies presented here form a compelling case for the indispensability of the medium to both reception studies and gender studies, and offer nuanced answers to such questions as how and why women are portrayed in the ways that they are; whether these portrayals are authentic and/or accurate, and whether this matters; what female characters allow a video game to do that male ones don't; and what types of stories these video games tell using their female characters."--

Ancient Greece and Rome in Videogames

Ancient Greece and Rome in Videogames PDF Author: Ross Clare
Publisher: Bloomsbury Publishing
ISBN: 1350157201
Category : History
Languages : en
Pages : 240
Book Description
This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of ancient Greek and Roman games, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in video games within a wider transmedial environment. Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the blood-spilling violence of god-killing and gladiatorial combat to meticulous strategizing over virtual Roman Empires and often bizarre adventures in pseudo-ancient places. Readers encounter instances in which players become intimately engaged with the “epic mode” of spectacle in God of War, moments of negotiation with colonised lands in Rome: Total War and Imperium Romanum, and multi-layered narratives rich with ancient traditions in games such as Eleusis and Salammbo. The case study approach draws on close analysis of outstanding examples of the genre to uncover how both representation and gameplay function in such “ancient games”.

Classical Antiquity in Video Games

Classical Antiquity in Video Games PDF Author: Christian Rollinger
Publisher: Bloomsbury Academic
ISBN: 135006663X
Category : History
Languages : en
Pages : 313
Book Description
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 ignored video games as a vehicle of classical reception. This collection of essays fills this gap with a dedicated study of receptions, remediations and representations of Classical Antiquity across all electronic gaming platforms and genres. It presents cutting-edge research in classics and classical receptions, game studies and archaeogaming, adopting different perspectives and combining papers from scholars, gamers, game developers and historical consultants. In doing so, it delivers the first state-of-the-art account of both the wide array of 'ancient' video games, as well as the challenges and rewards of this new and exciting field.

Journal of Research (humanities).

Journal of Research (humanities). PDF Author:
Publisher:
ISBN:
Category : Humanities
Languages : en
Pages : 308
Book Description


A Women's Thesaurus

A Women's Thesaurus PDF Author: Mary Ellen S. Capek
Publisher: HarperCollins Publishers
ISBN: 9780061811715
Category : Subject headings
Languages : en
Pages : 1092
Book Description
A project of the National Council for Research on Women and the Business and Professional Women's Foundation.

The Creation of iGiselle

The Creation of iGiselle PDF Author: Nora Stovel
Publisher: University of Alberta
ISBN: 1772123811
Category : Computers
Languages : en
Pages : 233
Book Description
The unusual marriage of Romantic ballet and artificial intelligence is an intriguing idea that led a team of interdisciplinary researchers to design iGiselle, a video game prototype. Scholars in the fields of literature, physical education, music, design, and computer science collaborated to revise the tragic narrative of the nineteenth-century ballet Giselle, allowing players to empower the heroine for possible ”feminine endings.” The eight interrelated chapters chronicle the origin, development, and fruition of the project. Dancers, gamers, and computer specialists will all find something original that will stimulate their respective interests. Contributors: Vadim Bulitko, Wayne DeFehr, Christina Gier, Pirkko Markula, Mark Morris, Sergio Poo Hernandez, Emilie St. Hilaire, Nora Foster Stovel, Laura Sydora

Ancient Greece and Rome in Modern Science Fiction

Ancient Greece and Rome in Modern Science Fiction PDF Author: Ross Clare
Publisher: Liverpool University Press
ISBN: 1800855117
Category : Art
Languages : en
Pages : 264
Book Description
Ancient Greece and Rome in Modern Science Fiction introduces and analyses the reception of classical antiquity in contemporary science fiction. By using up-to-date methods from classical reception theory, science-fiction analysis and fictional-world studies, the book will help furnish the reader’s understanding of the ways in which the literature, culture, history and mythology of ancient Greece and Rome are appropriated and represented across multiple media platforms in the science-fiction genre today. The book will therefore serve as an entry point into several areas of study: the reception of classics in popular culture, antiquity in modern media, the uses of the ancient world in science-fiction, and broader science-fiction criticism. The chapters – structured by medium – principally offer a roughly chronological overview of that medium and its treatment of ancient history, mythology, literature and culture. An abundance of case studies from literature, film and television and videogames including Star Trek, Battlestar Galactica, Fallout: New Vegas, the Mass Effect franchise and Assassin’s Creed show how classical antiquity is reused, encountered, re-encountered by creators and consumers of the present – how we bounce off it, and it bounces off us, and how this reciprocation creates new visions of Greece and of Rome.

Classics for All

Classics for All PDF Author: Dunstan Lowe
Publisher: Cambridge Scholars Pub
ISBN:
Category : Literary Criticism
Languages : en
Pages : 314
Book Description
Classical culture belongs to us all: whether as academic subject or as entertainment, it constantly stimulates new ideas. In recent years, following Gladiatorâ (TM)s successful revival of the â ~toga epicâ (TM), studies of the ancient world in cinema have drawn increasing attention from authors and readers. This collection builds on current interest in this topic, taking its readers past the usual boundaries of classical reception studies into less familiarâ "and even unchartedâ "areas of ancient Greece and Rome in mass popular culture. Contributors discuss the uses of antiquity in television programmes, computer games, journalism, Hollywood blockbusters, B-movies, pornography, Web 2.0, radio drama, and childrenâ (TM)s literature. Its diverse contents celebrate the continuing influence of Classics on modern life: from controversies within academia to ephemeral pop culture, from the traditional to the cutting-edge. The reader will find both new voices and those of more established commentators, including broadcaster and historian Bettany Hughes, Latinist Paula James, and Gideon Nisbet, author of Ancient Greece in Film and Popular Culture. Together they demonstrate that rich rewards await anyone with an interest in our classical heritage, when they embrace the diversity and complexity of mass popular culture as a whole.

Ancient Greece and Rome in Videogames

Ancient Greece and Rome in Videogames PDF Author: Ross Clare
Publisher: Bloomsbury Publishing
ISBN: 1350157198
Category : Games & Activities
Languages : en
Pages : 241
Book Description
This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of ancient Greek and Roman games, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in video games within a wider transmedial environment. Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the blood-spilling violence of god-killing and gladiatorial combat to meticulous strategizing over virtual Roman Empires and often bizarre adventures in pseudo-ancient places. Readers encounter instances in which players become intimately engaged with the “epic mode” of spectacle in God of War, moments of negotiation with colonised lands in Rome: Total War and Imperium Romanum, and multi-layered narratives rich with ancient traditions in games such as Eleusis and Salammbo. The case study approach draws on close analysis of outstanding examples of the genre to uncover how both representation and gameplay function in such “ancient games”.