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Theme park studies is a growing field in social and cultural studies. Nonetheless, until now little attention has been dedicated to the choice of the themes represented in the parks and the strategies of their representation. This is particularly interesting when the theme is a historical one, for example ancient Greece. Which elements of classical Greece find their way into a theme park and how are they chosen and represented? What is the “entertainment” element in ancient Greek history, culture and myth, which allows its presence in commercial structures aiming to people's fun? How does the representation of Greece change against different cultural backgrounds, e.g. in different European countries, in the USA, in China? This book frames a discussion of these representations within the current debates about immersive spaces, uses of history and postmodern aesthetics, and analyses how ancient Greece has been represented and made “enjoyable” in seven different theme parks across the world, providing an original and ground-breaking contribution to theme park studies and classical reception.
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”.
Fourteen enjoyable papers, from the Theoretical Archaeology Conference held in Oxford in December 2000, which reflect on the relationship between archaeology and the `outside world' and investigate the meaning of archaeology to the general public and the relevance of archaeology to society.
Designed as a tool for educators who wish to teach students about the art of Ancient Greece. The text contains readings on Greek culture, history and art and is looseleaf bound for easy photocopying. Accompanying material includes 20 slides showing various works of Greek art and a card game designed to teach students about some of the myths commonly depicted in Greek art. The accompanying CD-ROM contains the full text of the book in printable Adobe Acrobat format as well as JPEG files of the images depicted on the slides.
This book investigates the nature of aesthetic experience with the help of ancient material, exploring our responses to both narratives and images.
This volume brings together studies on Greek animal sacrifice by foremost experts in Greek language, literature and material culture. Readers will benefit from the synthesis of new evidence and approaches with a re-evaluation of twentieth-century theories on sacrifice. The chapters range across the whole of antiquity and go beyond the Greek world to consider possible influences in Hittite Anatolia and Egypt, while an introduction to the burgeoning science of osteo-archaeology is provided. The twentieth-century emphasis on sacrifice as part of the Classical Greek polis system is challenged through consideration of various ancient perspectives on sacrifice as distinct from specific political or even Greek contexts. Many previously unexplored topics are covered, particularly the type of animals sacrificed and the spectrum of sacrificial ritual, from libations to lasting memorials of the ritual in art.
A Companion to Sport and Spectacle in Greek and Roman Antiquity presents a series of essays that apply a socio-historical perspective to myriad aspects of ancient sport and spectacle. Covers the Bronze Age to the Byzantine Empire Includes contributions from a range of international scholars with various Classical antiquity specialties Goes beyond the usual concentrations on Olympia and Rome to examine sport in cities and territories throughout the Mediterranean basin Features a variety of illustrations, maps, end-of-chapter references, internal cross-referencing, and a detailed index to increase accessibility and assist researchers
This volume is the result of an international conference organized by the South Asia Institute at the University of Texas. Patrick Olivelle has collected and edited the best papers to emerge from the conference. Part I of the book looks at what can be construed from archeological evidence. Part II concerns itself with the textual evidence for the period. Taken together, these essays offer an unprecedented look at Indian culture and society in this distant epoch.
Brill's New Pauly, Classical Tradition consists of five volumes (Classical Tradition, I-V) uniquely concerned with the long and influential aftermath of antiquity and the process of continuous reinterpretation and revaluation of the ancient heritage, including the history of classical scholarship.