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This book sheds light on the world of the Internet and social media and their relationship with surveillance and control, through a historical prism drawn from the Medieval Age.
A Source Book for Mediæval History is a scholarly piece by Oliver J. Thatcher. It covers all major historical events and leaders from the Germania of Tacitus in the 1st century to the decrees of the Hanseatic League in the 13th century.
This text presents all of the most memorable posts of the medievalist internet phenomenon 'Geoffrey Chaucer Hath a Blog', along with essays on the genesis of the blog itself, the role of blogs in medieval scholarship, and the unique pleasures of studying a time period full of plagues, schisms, and assizes.
What was the status of women in the Middle Ages? How have women fared in the hands of historians? And, what is the current state of research about women in the Middle Ages? Susan Mosher Stuard addresses these questions in a collection of essays that delve in to the history and historiography of women in medieval England, France, Italy, and Germany. Contributors include Barbara Hanawalt, Diane Owen Hughes, Suzanne Wemple, Denise Kaiser, and Martha Howell. One of the most interesting observations made in Women in Medieval History and Historiography is the way in which the history of women in each country has followed a distinct course that is in rhythm with other concerns of national historical writing. Women in Medieval History and Historiography will interest historians, scholars of women's studies, and medievalists.
The field of disability studies significantly contributes to contemporary discussions of the marginalization of and social justice for individuals with disabilities. However, what of disability in the past? The Medieval Disability Sourcebook: Western Europe explores what medieval texts have to say about disability, both in their own time and for the present. This interdisciplinary volume on medieval Europe combines historical records, medical texts, and religious accounts of saints' lives and miracles, as well as poetry, prose, drama, and manuscript images to demonstrate the varied and complicated attitudes medieval societies had about disability. Far from recording any monolithic understanding of disability in the Middle Ages, these contributions present a striking range of voices-to, from, and about those with disabilities-and such diversity only confirms how disability permeated (and permeates) every aspect of life. The Medieval Disability Sourcebook is designed for use inside the undergraduate or graduate classroom or by scholars interested in learning more about medieval Europe as it intersects with the field of disability studies. Most texts are presented in modern English, though some are preserved in Middle English and many are given in side-by-side translations for greater study. Each entry is prefaced with an academic introduction to disability within the text as well as a bibliography for further study. This sourcebook is the first in a proposed series focusing on disability in a wide range of premodern cultures, histories, and geographies.
Digital gaming’s 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 gaming—where neomedievalism no longer negotiates with any reality beyond itself and other medievalisms—creates 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.
Originally published in 1925. The detailed contents also deal with both the social and personal aspects of church history. Contents include: Gregory the Great - The Secular and Monastic Clergy 600-750 - The Missionaries - The Carolingian Renaissance - Relations of Eastern and Western Churches - Growth of Papal Power - The Crusades - Twelfth Century Monasticism - Canon Law - The Friars - Scholastic Philosophy - Avignon Popes - Fourteenth Century Diocese and Parish in England - Medieval Heresy - The Conciliar Movement - Etc. Plus two maps. Many of the earliest books on religion, particularly those dating back to the 1900s and before, are now extremely scarce and increasingly expensive. Home Farm Books are republishing many of these classic works in affordable, high quality, modern editions, using the original text and artwork.
First published in 1954, this book explores the political ideas of the Middle Ages. It covers the period from the investiture struggle to the end of the fifteenth century and provides comprehensive readings of otherwise inaccessible source material. Each chapter begins with an introductory essay on the subject at hand that leads to a number of translated passages, numerous enough to display a variety of opinion and long enough to indicate the process of thought as well as its conclusions. This book is the second of a two volume set and will be useful to teachers and advanced students of political theory and medieval history. Topics discussed in this volume include authority in the Church, the problem of the Empire and the relationship between the Church and the State.