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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.
The Middle Ages have provided rich source material for physical and digital games from Dungeons and Dragons to Assassin's Creed. This volume addresses the many ways in which different formats and genre of games represent the period. It considers the restrictions placed on these representations by the mechanical and gameplay requirements of the medium and by audience expectations of these products and the period, highlighting innovative attempts to overcome these limitations through game design and play. Playing the Middle Ages considers a number of important and timely issues within the field including: one, the connection between medieval games and political nationalistic rhetoric; two, trends in the presentation of religion, warfare and other aspects of medieval society and their connection to modern culture; three, the problematic representations of race; and four, the place of gender and sexuality within these games and the broader gaming community. The book draws on the experience of a wide-ranging and international group of academics across disciplines and from games designers. Through this combination of expertise, it provides a unique perspective on the representation of the Middle Ages in modern games and drives key discussions in the fields of history and game design.
The first great city to which the Crusaders came in 1089 was not Jerusalem but Constantinople, the capital of the Byzantine Empire. Almost as much as Jerusalem itself, Constantinople was the key to the foundation, survival and ultimate eclipse of the crusading kingdom.
Though manifestations of play represent a burgeoning subject area in the study of post-medieval responses to the Middle Ages, they have not always received the respect and attention they deserve. This volume seeks to correct those deficiencies. Though manifestations of play represent a burgeoning subject area in the study of post-medieval responses to the Middle Ages, they have not always received the respect and attention they deserve. This volume seeks to correct those deficiencies via six essays that directly address how the Middle Ages have been put in play with regard to Alice Munro's 1977 short story "The Beggar Maid"; David Lowery's 2021 film The Green Knight; medievalist archaisms in Japanese video games; runic play in Norse-themed digital games; medievalist managerialism in the 2020 video game Crusader Kings III; and neomedieval architectural praxis in the 2014 video game Stronghold: Crusader II. The approaches and conclusions of those essays are then tested in the second section's six essays as they examine "muscular medievalism" in George R. R. Martin's 1996 novel A Game of Thrones; the queering of the Arthurian romance pattern in the 2018-20 television show She-Ra and the Princesses of Power; the interspecies embodiment of dis/ability in the 2010 film How to Train Your Dragon; late-nineteenth and early twentieth-century nationalism in Irish reimaginings of the Fenian Cycle; post-bellum medievalism in poetry of the Confederacy; and the medievalist presentation of Israeli Prime Minister Benjamin Netanyahu's 2020-21 Covid inoculation.
Engaging the Crusades is a series of concise volumes (up to 50,000 words) which offer initial windows into the ways in which the crusades have been used in the last two centuries, demonstrating that the memory of the crusades is an important and emerging subject. Together these studies suggest that the memory of the crusades, in the modern period, is a productive, exciting, and much needed area of investigation. Despite their ‘intrinsic internationalism’, the crusades have long been conscripted for nationalist ends. The last decade has seen an upsurge in usage of the crusades to justify and inspire violence played out within and across national contexts. This volume furthers study of nationalist uses of the crusades and crusading by broadening the focus of study beyond north-western Europe and by showcasing different approaches to illustrate how the memory of the crusades has been employed within and between nations. This takes the form of tightly focused case studies and broader overviews covering the ambivalent role of foreign crusaders in Portuguese commemorations of the battle of Lisbon in 1947, Russian holy war rhetoric and theology, Zionist perceptions of the crusader castle of ‘Athlit, the role of individuals as ‘cultural brokers’ of crusader heritage amidst European imperial competition, and how crusading as a part of European medievalism was received and reflected in Japan in the late nineteenth and early twentieth centuries. This book will be of interest to scholars and students considering national identity, medievalism, and religious violence and to those with specific interest in the contexts of each chapter.
This fully updated and expanded edition of The Crusades: A History provides an authoritative exploration of one of the most significant topics in medieval and religious history. From the First Crusade right up to the present day, Jonathan Riley-Smith and Susanna Throop investigate the phenomenon of crusading and the crusaders themselves. Now in its 4th edition, this landmark text includes: - A new and more balanced book structure with updated terminology designed to help instructors and students alike - Deliberate incorporation of a wider range of historical perspectives, including Byzantine and Islamic historiographies, crusading against Christians and within Europe, women and gender, and the crusades in the context of Afro-Eurasian history - A dramatically expanded discussion of crusading from the sixteenth through twenty-first centuries - A fully up-to-date bibliographic essay - Additional textboxes, maps, and images The Crusades: A History is the definitive text on the subject for students and scholars alike.
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. Crusading was a part of the rich tapestry of family history, with tales of crusading developed as evidence of heroic endeavour to enhance family prestige. Lists of crusaders were published to satisfy this market and heraldry was a visible means of displaying such lineage. Drawing on extensive research and previously untapped sources, this book charts continuing British interest in the crusades, focusing on the nineteenth century. The volume discusses what was available to read on the subject and how this was discussed in numerous journals. Set in the British context of growing local and regional interest in history and archaeology, the study also considers the physical artefacts associated with the crusades. Tales of the Crusaders – Remembering the Crusades in Britain is the ideal resource for students and scholars of the history of memory and crusades history in a British context.
Engaging the Crusades is a series of concise volumes (up to 50,000 words) which offer initial windows into the ways in which the crusades have been used in the last two centuries, demonstrating that the memory of the crusades is an important and emerging subject. Together these studies suggest that the memory of the crusades, in the modern period, is a productive, exciting, and much-needed area of investigation. This volume explores how crusading rhetoric, iconography, and historiography have been purposed by far-right, nationalist, and related groups in the recent past through case studies as varied as Brenton Tarrant, who killed 51 people at a mosque and Islamic centre in New Zealand in March 2019; a modern American ‘military order’ that uses memes to recruit members and spread its ideology; and the bestselling video game Assassin’s Creed. As nationalist and far-right ideologies have gained adherents in Europe and the Americas, understanding how ideologues have misused the crusading past for their own ends is more important than ever. The Crusades and the Far-Right in the Twenty-First Century is useful for all students and scholars interested in the intersection between the history of the crusades and far-right ideology in the modern age.
Offers the most comprehensive analysis and discussion of medievalist computer games to date. Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. This book explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching.
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.