Women in Classical Video Games (Imagines - Classical Receptions in the Visual and Performing Arts)

個数:

Women in Classical Video Games (Imagines - Classical Receptions in the Visual and Performing Arts)

  • 提携先の海外書籍取次会社に在庫がございます。通常3週間で発送いたします。
    重要ご説明事項
    1. 納期遅延や、ご入手不能となる場合が若干ございます。
    2. 複数冊ご注文の場合、分割発送となる場合がございます。
    3. 美品のご指定は承りかねます。

    ●3Dセキュア導入とクレジットカードによるお支払いについて
  • 【入荷遅延について】
    世界情勢の影響により、海外からお取り寄せとなる洋書・洋古書の入荷が、表示している標準的な納期よりも遅延する場合がございます。
    おそれいりますが、あらかじめご了承くださいますようお願い申し上げます。
  • ◆画像の表紙や帯等は実物とは異なる場合があります。
  • ◆ウェブストアでの洋書販売価格は、弊社店舗等での販売価格とは異なります。
    また、洋書販売価格は、ご注文確定時点での日本円価格となります。
    ご注文確定後に、同じ洋書の販売価格が変動しても、それは反映されません。
  • 製本 Hardcover:ハードカバー版/ページ数 288 p.
  • 言語 ENG
  • 商品コード 9781350241916
  • DDC分類 794.84522

Full Description

Despite the prevalence of video games set in or inspired by classical antiquity, the medium has to date remained markedly understudied in the disciplines of classics and ancient history, with the role of women in these video games especially neglected. Women in Classical Video Games seeks to address this imbalance as the first book-length work of scholarship to examine the depiction of women in video games set in classical antiquity.

The volume surveys the history of women in these games and the range of figures presented from the 1980s to the present, alongside discussion of issues such as historical accuracy, authenticity, gender, sexuality, monstrosity, hegemony, race and ethnicity, and the use of tropes. A wide range of games of different types and modes are discussed, including platformers, strategy games , roguelikes, MOBA, action RPGs, and story-driven romance mobile games. The detailed case studies presented here form a compelling case for the indispensability of the medium to both reception studies and gender studies, and offer nuanced answers to such questions as how and why women are portrayed in the ways that they are.

Contents

Introduction (Jane Draycott, University of Glasgow, UK and Kate Cook, Durham University, UK)

Part One
1. Playable Girls in Ancient Worlds: Athena (1986) Opens the Door (Dunstan Lowe, University of Kent, UK)
2. A Historical Overview of Women in Ancient-Period Video Games (Jordy Orellana Figueroa, Eberhard Karls University of Tübingen, Germany)
3. Dangerous Defaults: Demographics and Identities Within and Without Video Games (Marcie Persyn, University of Pittsburg, USA)

Part Two
4. The Maiden, the Mother and the Monster: The Monstrous-Feminine in Historical and Archaeological Video Games (Dan Goad, Independent Scholar, UK)
5. Bringing Down the Divine Patriarchy through Deicide in Apotheon (2015) (Amy Norgard, Truman State University, USA)
6. Argonautic Women? Gender and Heroic Status in Rise of the Argonauts (Sophie Ngan, Durham University, UK)
7. Good Riddance: Refiguring Eurydice in Supergiant's Hades (Kira Jones, Emory University, USA)
8. Reception and Representation of Greco-Roman Goddesses in Smite: Battleground of the Gods (Katherine Beydler, University of Michigan, USA)
9. Aphrodite, A Caricature of Female Sexuality (Olivia Ciaccia, University of Bristol, UK)

Part Three
10. Violence against Women in Classical Video Games (Hannah-Marie Chidwick, University of Bristol, UK)
11. Playing Cleopatra in Assassin's Creed Origins (Jane Draycott, University of Glasgow, UK)
12. Playing Salammbô? Orientalism, Gender and Gaming with the Punic World (Andrew Dufton, University of Edinburgh, UK)
13. Kassandra's Odyssey (Richard Cole, University of Bristol, UK)
14. 'We Do What we Must to Survive': Prostitution and Power in Assassin's Creed Odyssey' (Roz Tuplin, GameLondon, UK)
15. 'It's the Most Freedom a Woman can Have': Gender, Genre and Agency in Choices: A Courtesan of Rome (Kate Cook, Durham University, UK)

Notes
Bibliography
Index

最近チェックした商品