Ancient Greece and Rome in Videogames: Representation, Play, Transmedia: IMAGINES – Classical Receptions in the Visual and Performing Arts
Autor Dr Ross Clareen Limba Engleză Paperback – 25 ian 2023
Toate formatele și edițiile | Preț | Express |
---|---|---|
Paperback (1) | 191.38 lei 43-57 zile | |
Bloomsbury Publishing – 25 ian 2023 | 191.38 lei 43-57 zile | |
Hardback (1) | 568.18 lei 43-57 zile | |
Bloomsbury Publishing – 30 iun 2021 | 568.18 lei 43-57 zile |
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Specificații
ISBN-13: 9781350194113
ISBN-10: 1350194115
Pagini: 240
Ilustrații: 25 bw illus
Dimensiuni: 156 x 234 x 25 mm
Greutate: 0.34 kg
Editura: Bloomsbury Publishing
Colecția Bloomsbury Academic
Seria IMAGINES – Classical Receptions in the Visual and Performing Arts
Locul publicării:London, United Kingdom
ISBN-10: 1350194115
Pagini: 240
Ilustrații: 25 bw illus
Dimensiuni: 156 x 234 x 25 mm
Greutate: 0.34 kg
Editura: Bloomsbury Publishing
Colecția Bloomsbury Academic
Seria IMAGINES – Classical Receptions in the Visual and Performing Arts
Locul publicării:London, United Kingdom
Caracteristici
Offers deeper insight into the importance of video games in shaping contemporary notions of classical culture and history
Notă biografică
Ross Clare is a University Teacher in Classics and Ancient History at the University of Liverpool, UK. He specializes in the study of antiquity in popular culture, particularly video games, film and television, and science fiction and fantasy.
Cuprins
AcknowledgementsList of IllustrationsAn introduction to key concepts (or, always read the manual)1. (or, a Tutorial Level): How Might We Study Ancient-World Videogames? 2. Finding a New Epic in Action-Adventure Videogames 3. Ideas of "Rome" in Ancient Strategy Games4. First-Person Antiquity: Contemporaneity and ExperimentalityNot Game Over: A ConclusionNotes Bibliography Index
Recenzii
Clare's approach is not only useful for those studying the ancient world, but other historical periods as well.
Starting with a helpful and in-depth explanation of his theoretical approach, which will make the tome accessible even to those who have never played Minesweeper, Clare analyses big name franchises and little-known, independent games with equal seriousness.
It is clear from this engaging and broad study that research into classical reception in videogames has successfully completed the tutorial stage - what comes next, as in true videogame style, is up to us, the players and interpreters of these digital worlds, to decide what to explore next.
This is the first monographic treatment of the receptions of classical antiquity in video games and a book that I have been expecting for years. Through an eclectic selection of case studies, Clare develops an intriguing approach to classical receptions in this vibrant medium.
Starting with a helpful and in-depth explanation of his theoretical approach, which will make the tome accessible even to those who have never played Minesweeper, Clare analyses big name franchises and little-known, independent games with equal seriousness.
It is clear from this engaging and broad study that research into classical reception in videogames has successfully completed the tutorial stage - what comes next, as in true videogame style, is up to us, the players and interpreters of these digital worlds, to decide what to explore next.
This is the first monographic treatment of the receptions of classical antiquity in video games and a book that I have been expecting for years. Through an eclectic selection of case studies, Clare develops an intriguing approach to classical receptions in this vibrant medium.