Robert Houghton – författare
791 kr
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349 kr
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393 kr
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Engaging the Crusades is a series of volumes which offer windows into a newly emerging field of historical study: the memory and legacy of the crusades. Together these volumes examine the reasons behind the enduring resonance of the crusades and present the memory of crusading in the modern period as a productive, exciting, and much needed area of investigation.
This volume considers the appearance and use of the crusades in modern games; demonstrating that popular memory of the crusades is intrinsically and mutually linked with the design and play of these games. The essays engage with uses of crusading rhetoric and imagery within a range of genres – including roleplaying, action, strategy, and casual games – and from a variety of theoretical perspectives drawing on gender and race studies, game design and theory, and broader discussions on medievalism. Cumulatively, the authors reveal the complex position of the crusades within digital games, highlight the impact of these games on popular understanding of the crusades, and underline the connection between the portrayal of the crusades in digital games and academic crusade historiography.
Playing the Crusades is invaluable for scholars and students interested in the crusades, popular representations of the crusades, historical games, and collective memory.
390 kr
Läs direkt efter köp
Engaging the Crusades is a series of volumes which offer windows into a newly emerging field of historical study: the memory and legacy of the crusades. Together these volumes examine the reasons behind the enduring resonance of the crusades and present the memory of crusading in the modern period as a productive, exciting, and much needed area of investigation.
This volume considers the appearance and use of the crusades in modern games; demonstrating that popular memory of the crusades is intrinsically and mutually linked with the design and play of these games. The essays engage with uses of crusading rhetoric and imagery within a range of genres – including roleplaying, action, strategy, and casual games – and from a variety of theoretical perspectives drawing on gender and race studies, game design and theory, and broader discussions on medievalism. Cumulatively, the authors reveal the complex position of the crusades within digital games, highlight the impact of these games on popular understanding of the crusades, and underline the connection between the portrayal of the crusades in digital games and academic crusade historiography.
Playing the Crusades is invaluable for scholars and students interested in the crusades, popular representations of the crusades, historical games, and collective memory.
3 618 kr
Kommande
769 kr
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769 kr
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662 kr
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1 269 kr
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436 kr
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436 kr
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414 kr
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428 kr
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131 kr
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For many centuries, the history of the crusades, as written by Western historians, was based solidly on Western sources. Evidence from the Islamic societies that the crusaders attacked was used only sparingly – in part because it was hard for most westerners to read, and in part because much of it was inaccessible even for historians who did speak Arabic.
Carole Hillenbrand set out to re-evaluate the sources for the crusading period, not only looking with fresh eyes at known accounts, but also locating and utilizing new sources that had previously been overlooked. Her work involved her in conducting extensive evaluations of the new sources, assessing their arguments, their evidence, and their reasoning in order to assess their value and (using the critical thinking skill of analysis, a powerful method for understanding how arguments are built) to place them correctly in the context of crusade studies as a whole.
The result is not only a history that is more balanced, better argued and more adequate than most that have gone before it, but also a work with relevance for today. At a time when crusading imagery and mentions of the current War on Terror as a ‘crusade’ help to fuel political narrative, Hillenbrand''s evaluative work acts as an important corrective to oversimplification and misrepresentation.
131 kr
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For many centuries, the history of the crusades, as written by Western historians, was based solidly on Western sources. Evidence from the Islamic societies that the crusaders attacked was used only sparingly – in part because it was hard for most westerners to read, and in part because much of it was inaccessible even for historians who did speak Arabic.
Carole Hillenbrand set out to re-evaluate the sources for the crusading period, not only looking with fresh eyes at known accounts, but also locating and utilizing new sources that had previously been overlooked. Her work involved her in conducting extensive evaluations of the new sources, assessing their arguments, their evidence, and their reasoning in order to assess their value and (using the critical thinking skill of analysis, a powerful method for understanding how arguments are built) to place them correctly in the context of crusade studies as a whole.
The result is not only a history that is more balanced, better argued and more adequate than most that have gone before it, but also a work with relevance for today. At a time when crusading imagery and mentions of the current War on Terror as a ‘crusade’ help to fuel political narrative, Hillenbrand''s evaluative work acts as an important corrective to oversimplification and misrepresentation.
1 573 kr
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Middle Ages in Computer Games
Ludic Approaches to the Medieval and Medievalism
1 646 kr
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Middle Ages in Computer Games
Ludic Approaches to the Medieval and Medievalism
440 kr
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111 kr
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326 kr
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1 132 kr
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977 kr
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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.
977 kr
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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.
Teaching the Middle Ages through Modern Games
Using, Modding and Creating Games for Education and Impact
245 kr
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1 989 kr
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