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Women in Historical and Archaeological Video Games / ed. by Jane Draycott.

Contributor(s): Material type: TextTextSeries: Video Games and the Humanities ; 9Publisher: München ; Wien : De Gruyter Oldenbourg, [2022]Copyright date: ©2022Description: 1 online resource (VI, 370 p.)Content type:
Media type:
Carrier type:
ISBN:
  • 9783110724196
  • 9783110724271
  • 9783110724257
Subject(s): Other classification:
  • online - DeGruyter
Online resources: Available additional physical forms:
  • Issued also in print.
Contents:
Frontmatter -- 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
Summary: 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.
Holdings
Item type Current library Call number URL Status Notes Barcode
eBook eBook Biblioteca "Angelicum" Pont. Univ. S.Tommaso d'Aquino Nuvola online online - DeGruyter (Browse shelf(Opens below)) Online access Not for loan (Accesso limitato) Accesso per gli utenti autorizzati / Access for authorized users (dgr)9783110724257

Frontmatter -- 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

restricted access online access with authorization star

http://purl.org/coar/access_right/c_16ec

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.

Issued also in print.

Mode of access: Internet via World Wide Web.

In English.

Description based on online resource; title from PDF title page (publisher's Web site, viewed 02. Mai 2023)