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"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."--
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1
Classical Antiquity in Video Games: Playing with the Ancient World
2021, Bloomsbury Publishing Plc
in English
1350193860 9781350193864
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Classical Antiquity in Video Games: Playing with the Ancient World
2020, Bloomsbury Publishing Plc
in English
135006663X 9781350066632
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| April 30, 2025 | Edited by MARC Bot | import existing book |
| June 26, 2023 | Edited by Tom Morris | merge authors |
| October 7, 2021 | Created by ImportBot | import new book |