Women in Historical and Archaeological Video Games (Issn)
معرفی کتاب «Women in Historical and Archaeological Video Games (Issn)» نوشتهٔ Jane Draycott (editor)، منتشرشده توسط نشر Walter de Gruyter GmbH & Co KG در سال 2022. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
This volume focuses on the depiction of women in video games set in historical periods or archaeological contexts, explores the tension between historical and archaeological accuracy and authenticity, examines portrayals of women in historical periods or archaeological contexts, portrayals of female historians and archaeologists, and portrayals of women in fantastical historical and archaeological contexts. It includes both triple A and independent video games, incorporating genres such as turn-based strategy, action-adventure, survival horror, and a variety of different types of role-playing games. Its chronological and geographical scope ranges from late third century BCE China, to mid first century BCE Egypt, to Pictish and Viking Europe, to Medieval Germany, to twentieth century Taiwan, and into the contemporary world, but it also ventures beyond our universe and into the fantasy realm of Hyrule and the science fiction solar system of the Nebula. This Series Provides A Multidisciplinary Framework For Scholarly Approaches To Video Games In The Humanities. It Focuses Especially On The Dialectics Of Methodology And Object: How Do Different Scholarly Fields Apply Their Theories And Methods To Video Games, And How Do Video Games In Turn Affect These Theories And Methods? This Series Seeks To Reconnect Media-centric Game Studies To The Disciplines It Had To Distance Itself From In Its Foundation, Such As Literary Studies Or Film Studies, In An Attempt To Use Their Differences And Contact Zones In A Mutually Productive Dialogue. It Also Seeks To Present Innovative Approaches In Other Fields In The Humanities That Have Yet To Consider Video Games In A Systematic Way, And Give A Home To Ground-breaking Publications That Push The Boundaries Of Existing Discourses And Debates. In This Endeavor, The Series Is Committed To A Decidedly Global Scope As It Assembles Perspectives From Different Cultural And Academic Contexts. In Short, This Series Wants To See What The Humanities Do With Video Games And What Video Games Do To The Humanities. Proposals Can Be Send To: Rabea.rittgerodt@degruyter.com Advisory Board: Alenda Y. Chang, Uc Santa Barbara Katherine J Lewis, University Of Huddersfield Dietmar Meinel, University Of Duisburg-essen Ana Milosevic, Ku Leuven Soraya Murray, Uc Santa Cruz Holly Nielsen, University Of London Michael Nitsche, Georgia Tech Martin Picard, Leipzig University Melanie Swalwell, Swinburne University Emma Vossen, University Of Waterloo Mark J.p. Wolf, Concordia University Esther Wright, Cardiff University Contents A short introduction to women in historical and archaeological video games Assassins and the Creed: A look at the Assassin’s Creed series, Ubisoft, and women in the video games industry Expectations vs. reality: Perceived accuracy when women are in historical video games “The hardest battles are fought in the mind”: The role of women in Viking Age games Warriors and Waifus: Community responses to historical accuracy and the representation of women in Total War: Three Kingdoms Nefertiti – beauty, Pharaoh, and murderous mummy in Assassin’s Creed Origins – The Curse of the Pharaohs Senua’s psychosis and the stigma of mental health Playing (with) Gisla in Mount & Blade National trauma, powerlessness, and female protagonists in East Asian historical survival horror “Make him a woman:” Gender and witches in Darklands Androgynous artefacts: The princess as heirloom in The Legend of Zelda franchise Uncharted heroines: Women, popular archaeology, and digital games Fourth wave feminism in video games: An analysis of Lara Croft Not male, not pale, and definitely not stale: Aliyah Elasra and archaeology in Heaven’s Vault List of contributors Index
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