Переосмысление Средневековья в цифровых играх Д.Т. Клайна (2014):

Digital gamings cultural significance is often minimized much in the same way that the Middle Ages are discounted as the backward and childish precursor to the modern period. Digital Gaming Reimagines the Middle Ages challenges both perceptions by examining how the Middle Ages have persisted into the contemporary world via digital games as well as analyzing how digital gaming translates, adapts, and remediates medieval stories, themes, characters, and tropes in interactive electronic environments. At the same time, the Middle Ages are reinterpreted according to contemporary concerns and conflicts, in all their complexity. Rather than a distinct time in the past, the Middle Ages form a space in which theory and narrative, gaming and textuality, identity and society are remediated and reimagined. Together, the essays demonstrate that while having its roots firmly in narrative traditions, neomedieval gamingwhere neomedievalism no longer negotiates with any reality beyond itself and other medievalismscreates cultural palimpsests, multiply-layered trans-temporal artifacts. Digital Gaming Re-imagines the Middle Ages demonstrates that the medieval is more than just a stockpile of historically static facts but is a living, subversive presence in contemporary culture.

Contents
Introduction, All Your History Are Belong to Us: Digital Gaming Re-imagines the Middle Ages 1
DANIEL T. KLINE

PART I. Prehistory of Medieval Gaming
1. The Right to Dream of the Middle Ages: Simulating the Medieval in Tabletop RPGs 15
WILLIAM J. WHITE

PART II. Gaming Re-imagines Medieval Traditions
2. Best and Only Bulwark: How Epic Narrative Redeems Beowulf: The Game 31
CANDACE BARRINGTON AND TIMOTHY ENGLISH

3. Systematizing Culture in Medievalism: Geography, Dynasty, Culture, and Imperialism in Crusader Kings: Deus Vult 43
JASON PITRUZZELLO

4. The Portrayal of Medieval Warfare in Medieval: Total War and Medieval 2: Total War 53
GREGORY FEDORENKO

5. Gabriel Knight: A Twentieth-Century Chivalric Romance Hero 67
ANGELA TENGA

PART III. Case Study 1World of Warcraft
6. Coloring Tension: Medieval and Contemporary Concepts in Classifying and Using Digital Objects in World of Warcraft 81
ELYSSE T. MEREDITH

7. Sir Thomas Malory and the Death Knights of New Avalon: Imagining Medieval Identities in World of Warcraft 93
KRISTIN NOONE AND JENNIFER KAVETSKY

8. Accumulating Histories: A Social Practice Approach to Medievalism in High-Fantasy MMORPGs 107
JENNIFER C. STONE, PETER KUDENOV, AND TERESA COMBS

9. Awesome Cleavage: The Genred Body in World of Warcraft 119
KIM WILKINS

PART IV. Case Study 2Dantes Inferno
10. The Games Two Bodies, or the Fate of Figura in Dantes Inferno 133
BRUNO LESSARD

11. Courtly Violence, Digital Play: Adapting Medieval Courtly Masculinities in Dantes Inferno 148
OLIVER CHADWICK

12. Shades of Dante: Virtual Bodies in Dantes Inferno 162
TIMOTHY J. WELSH AND JOHN T. SEBASTIAN

13. The Middle Ages in the Depths of Hell: Pedagogical Possibility and the Past in Dantes Inferno 175
ANGELA JANE WEISL AND KEVIN J. STEVENS

PART V. Theoretical and Representational Issues in Medieval Gaming
14. We Will Travel by Map: Maps as Narrative Spaces in Video Games and Medieval Texts 189
THOMAS ROWLAND

15. Author, Text, and Medievalism in The Elder Scrolls 202
MICHELLE DIPIETRO

16. Technophilia and Technophobia in Online Medieval Fantasy Games 214
NICK WEBBER

17. The Consolation of Paranoia: Conspiracy, Epistemology, and the Templars in Assassins Creed, Deus Ex, and Dragon Age 227
HARRY J. BROWN

PART VI. Sociality and Social Media in Medieval Gaming
18. Casual Medieval Games, Interactivity, and Social Play in Social Network and Mobile Applications 243
SERINA PATTERSON

Appendix A: List of PC and Console Games 257
Appendix B: List of Social Media/Mobile Games 261
Bibliography 263
Contributors 285
Index 291

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1 Comment

  1. – Lukes D. Comparative neomedievalisms: A little bit medieval:

    – Elliott A. The Assassin’s Creed Curriculum: Video Games and the Middle Ages:

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