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Studies in Medievalism XVI
Medievalism in Technology Old and New
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Language:
English
Published/Copyright:
2008
About this book
Medievalism examined in a variety of genres, from fairy tales to today's computer games.
As medievalism is refracted through new media, it is often radically transformed. Yet it inevitably retains at least some common denominators with more traditional responses to the middle ages. This latest volume of Studies inMedievalism explores this phenomenon with a special section on computer games, examining digital echoes of the medieval past in subjects ranging from the sovereign ethics of empire in Star Wars to gender identity in on-line role playing. Medievalism in more conventional venues is also addressed, ranging from early French fairy tales to nineteenth-century neo-Byzantine murals. Great innovation and extraordinary continuity are thus juxtaposed not only within each article but also across the volume as a whole, in yet further testimony to the exceptional flexibility and enduring relevance of medievalism.
CONTRIBUTORS: ALICIA C. MONTOYA, ALBERT D. PIONKE, GRETCHENKREAHLING MCKAY, CHENE HEADY, BRUCE C. BRASINGTON, STEFANO MENGOZZI, CAROL L. ROBINSON, OLIVER M. TRAXEL, AMY S. KAUFMAN, BRENT MOBERLY, KEVIN MOBERLY, LAURYN S. MAYER
As medievalism is refracted through new media, it is often radically transformed. Yet it inevitably retains at least some common denominators with more traditional responses to the middle ages. This latest volume of Studies inMedievalism explores this phenomenon with a special section on computer games, examining digital echoes of the medieval past in subjects ranging from the sovereign ethics of empire in Star Wars to gender identity in on-line role playing. Medievalism in more conventional venues is also addressed, ranging from early French fairy tales to nineteenth-century neo-Byzantine murals. Great innovation and extraordinary continuity are thus juxtaposed not only within each article but also across the volume as a whole, in yet further testimony to the exceptional flexibility and enduring relevance of medievalism.
CONTRIBUTORS: ALICIA C. MONTOYA, ALBERT D. PIONKE, GRETCHENKREAHLING MCKAY, CHENE HEADY, BRUCE C. BRASINGTON, STEFANO MENGOZZI, CAROL L. ROBINSON, OLIVER M. TRAXEL, AMY S. KAUFMAN, BRENT MOBERLY, KEVIN MOBERLY, LAURYN S. MAYER
Author / Editor information
Contributor: Oliver M. Traxel
Oliver M. Traxel is Professor of English Language and Linguistics at the University of Stavanger. He has a Ph.D. in Anglo-Saxon, Norse, and Celtic from the University of Cambridge and habilitated in English Philology at the University of Münster. He has published widely on the representation of past language stages in the modern world.
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Frontmatter
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Acknowledgments
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Contents
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Foreword
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List of Illustrations
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Editorial Note
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Contes du Style des Troubadours: The Memory of the Medieval in Seventeenth-Century French Fairy Tales
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A Ritual Failure: The Eglinton Tournament, the Victorian Medieval Revival, and Victorian Ritual Culture
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An Eastern Medieval Revival: Byzantine Art and Nineteenth-Century French Painting
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“I Am Weary of That Foolish Tale”: Yeats’s Revision of Tennyson’s Idylls and Ideals in “Time and the Witch Vivien”
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The Doughboy Comes to Chartres: Stars and Stripes and the Middle Ages
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Constructing Difference: The Guidonian Hand and the Musical Space of Historical Others
98 - Medievalism in Video Games
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An Introduction to Medievalist Video Games
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Medieval and Pseudo-Medieval Elements in Computer Role-Playing Games: Use and Interactivity
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Romancing the Game: Magic, Writing, and the Feminine in Neverwinter Nights
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Revising the Future: The Medieval Self and the Sovereign Ethics of Empire in Star Wars: Knights of the Old Republic
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Promises of Monsters: The Rethinking of Gender in MMORPGs
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Notes on Contributors
205
Publishing information
Pages and Images/Illustrations in book
eBook published on:
January 17, 2024
eBook ISBN:
9781846156779
Original publisher:
D.S.Brewer
Pages and Images/Illustrations in book
eBook ISBN:
9781846156779
Keywords for this book
Medievalism; fairy tales; computer games; digital media; Star Wars; gender identity; online role playing; French fairy tales; neo-Byzantine murals
Audience(s) for this book
For an expert adult audience, including professional development and academic research