| Record ID | marc_bloomsbury/2025MAR_bloomsbury.mrc:9900345:5708 |
| Source | marc_bloomsbury |
| Download Link | /show-records/marc_bloomsbury/2025MAR_bloomsbury.mrc:9900345:5708?format=raw |
LEADER: 05708nam a2200589 i 4500
001 9781350066663
003 CaBNVSL
005 20200122111955.0
006 m o d
007 cr cn|||||||||
008 200122s2020 enka ob 101 0 eng d
015 $zGBB9H9686 (print)
016 $z019600209 (print)
020 $a9781350066663$q(ebook)
020 $z9781350066632$q(print)
020 $z135006663X$q(print)
020 $z9781350066649$q(PDF)
024 7 $a10.5040/9781350066663$2doi
035 $a(OCoLC)1127917871
035 $a(CaBNVSL)mat50066663
040 $aYDX$beng$erda$cCaBNVSL$dCaBNVSL
050 4 $aGV1469.15$b.C433 2020eb
082 04 $a794.8$223
245 00 $aClassical antiquity in video games :$bplaying with the ancient world.
264 1 $a[London, England] :$bBloomsbury Academic,$c2020.
264 2 $a[London, England] :$bBloomsbury Publishing,$c2020
300 $a1 online resource :$billustrations (black and white).
336 $atext$2rdacontent
336 $astill image$2rdacontent
337 $acomputer$2rdamedia
338 $aonline resource$2rdacarrier
490 1 $aImagines - classical receptions in the visual and performing arts
500 $aIncludes index.
504 $aIncludes bibliographical references.
505 8 $aLudography -- Index.
505 0 $aList of illustrations -- Glossary of video game terms -- Notes on Contributors -- Preface -- PROLOGUE -- Playing with the Ancient World: An Introduction to Classical Antiquity in Video Games -- 1 Christian Rollinger: An Archaeology of Ancient Historical Video Games -- PART I: A BRAVE OLD WORLD. RE-FIGURATIONS OF ANCIENT CULTURES -- 2 David Serrano Lozano: Ludus (not) Over: Video Games and Popular Perceptions of Ancient Past Re-Shaping -- 3 Andrew Gardner and Tristan French: Playing in a 'Real' Past: Classical Action Games and Authenticity -- 4 Sian Beavers: The Representation of Women in Ryse: Son of Rome -- PART II: A WORLD AT WAR. MARTIAL RE-PRESENTATIONS OF THE ANCIENT WORLD -- 5 Dominic Machado: Battle Narratives from Ancient Historiography to Total War: Rome II -- 6 Jeremiah McCall: Digital Legionaries: Video Game Simulations of the Face of Battle in the Roman Republic -- PART III: DIGITAL EPICS. ROLE-PLAYING IN THE ANCIENT WORLD -- 7 -- Roger Travis: The Open-World RPG as Formulaic Epic -- 8 Ross Clare: Postcolonial Play in Ancient World Computer Role-playing Games -- 9 Nico Nolden: Playing with an Ancient Veil: Commemorative Culture and the Staging of Ancient History within the Playful Experience of the MMORPG The Secret World -- PART IV: BUILDING AN ANCIENT WORLD. RE-IMAGINING ANTIQUITY -- 10 Neville Morley: Choose your own Counterfactual: The Melian Dialogue as Text-Based Adventure -- 11 Maciej Paprocki: Mortal Immortals: Deicide of Greek Gods in Apotheon and its Role in the Greek Mythic Storyworld -- 12 Alexander Flegler: The Complexities and Nuances of Portraying History in Age of Empires -- 13 Erika Holter, Una Ulrike Schafer, Sebastian Schwesinger: Simulating the Ancient World: Pitfalls and Opportunities of Using Game Engines for Archaeological Research -- EPILOGUE -- 14 Adam Chapman: Quo Vadis Classical Receptions and Historical Game Studies? Moving Two Fields Forward Together -- Notes -- Bibliography -- Mediography.
506 $aAbstract freely available; full-text restricted to individual document purchasers.
520 $a"From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. With successful series such as "Assassin's Creed' or "Civilization" selling millions of copies, video games rival even television and cinema in their role in shaping younger audiences' perceptions of the past. Yet classical scholarship, though embracing other popular media as areas of research, has so far largely ignored video games as a vehicle of classical reception. This collection of essays fills this gap with a dedicated study of receptions, remediations and representations of Classical Antiquity across all electronic gaming platforms and genres. It presents cutting-edge research in classics and classical receptions, game studies and archaeogaming, adopting different perspectives and combining papers from scholars, gamers, game developers and historical consultants. In doing so, it delivers the first state-of-the-art account of both the wide array of 'ancient' video games, as well as the challenges and rewards of this new and exciting field."--$cProvided by publisher.
530 $aAlso published in print.
532 0 $aCompliant with Level AA of the Web Content Accessibility Guidelines. Content is displayed as HTML full text which can easily be resized or read with assistive technology, with mark-up that allows screen readers and keyboard-only users to navigate easily
538 $aMode of access: World Wide Web.
650 0 $aVideo games$xDesign.
650 0 $aVideo game characters.
650 0 $aHistory in art.
650 0 $aHistory in mass media.
650 7 $aAncient history: to c 500 CE$2bicssc
655 0 $aElectronic books.
776 08 $iPrint version:$w(OCoLC)1105721295$z1
830 0 $aImagines - classical receptions in the visual and performing arts.
852 $x9781350066649
856 40 $3Abstract with links to full text$uhttps://doi.org/10.5040/9781350066663?locatt=label:secondary_bloomsburyCollections
975 $aClassical Studies & Archaeology 2020