By Daniel T. Kline
Digital gaming’s cultural value is frequently minimized a lot within the comparable manner that the center a long time are discounted because the backward and infantile precursor to the fashionable interval. Digital Gaming Reimagines the center Ages demanding situations either perceptions by means of analyzing how the center a long time have persevered into the modern global through electronic video games in addition to reading how electronic gaming interprets, adapts, and remediates medieval tales, topics, characters, and tropes in interactive digital environments. even as, the center a while are reinterpreted in keeping with modern matters and conflicts, in all their complexity. instead of a special time long ago, the center a long time shape an area within which conception and narrative, gaming and textuality, identification and society are remediated and reimagined. jointly, the essays show that whereas having its roots firmly in narrative traditions, neomedieval gaming—where neomedievalism not negotiates with any truth past itself and different medievalisms—creates cultural palimpsests, multiply-layered trans-temporal artifacts. Digital Gaming Re-imagines the center Ages demonstrates that the medieval is greater than only a stockpile of traditionally static proof yet is a dwelling, subversive presence in modern culture.
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Extra info for Digital Gaming Re-imagines the Middle Ages (Routledge Studies in New Media and Cyberculture)
Digital Gaming Re-imagines the Middle Ages (Routledge Studies in New Media and Cyberculture) by Daniel T. Kline
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