Showing posts with label Divine Comedy. Show all posts
Showing posts with label Divine Comedy. Show all posts

Tuesday, August 18, 2020

Approaches to Teaching Dante on Screen

 

A cursory review of the new MLA volume on teaching the Divine Comedy turned up the following items of interest:

Chiodo, Carol. “Beatrice in the Tag Cloud.” Approaches to Teaching Dante’s Divine Comedy, Second Edition, edited by Christopher Kleinhenz and Kristina Olson, Modern Language Association of America, 2020, pp. 257-61. Approaches to Teaching World Literature.

Coggesshall, Elizabeth. “Dante’s Afterlife in Popular Culture.” Approaches to Teaching Dante’s Divine Comedy, Second Edition, edited by Christopher Kleinhenz and Kristina Olson, Modern Language Association of America, 2020, pp. 185-91. Approaches to Teaching World Literature.

Essary, Brandon K. “From Poetry to PlayStation 3: Teaching Dante with Video Games.” Approaches to Teaching Dante’s Divine Comedy, Second Edition, edited by Christopher Kleinhenz and Kristina Olson, Modern Language Association of America, 2020, pp. 192-99.

Kleinhenz, Christopher, and Kristina Olson. “Part One: Materials.” Approaches to Teaching Dante’s Divine Comedy, Second Edition, edited by Christopher Kleinhenz and Kristina Olson, Modern Language Association of America, 2020, pp. 1-17. Approaches to Teaching World Literature. 
 

Friday, August 9, 2019

Kline's Digital Gaming Re-imagines the Middle Ages Now in Paperback

Routledge has recently released Daniel T. Kline's collection Digital Gaming Re-imagines the Middle Ages (2014) in a more affordable paperback edition. 

I originally posted on the book in 2013. This post serves as an update. 


Digital Gaming Re-imagines the Middle Ages
https://www.routledge.com/Digital-Gaming-Re-imagines-the-Middle-Ages-1st-Edition/Kline/p/book/9780415630917

Edited by Daniel T. Kline
Routledge
298 pages

Purchasing Options:$ = USD

Paperback: 9781138548572
pub: 2018-02-05
$51.95

Hardback: 9780415630917
pub: 2013-08-06
$160.00

eBook (VitalSource) : 9780203097236
pub: 2013-09-11


Description

Digital gaming’s cultural significance is often minimized much in the same way that the Middle Ages are discounted as the backward and childish precursor to the modern period. Digital Gaming Reimagines the Middle Ages challenges both perceptions by examining how the Middle Ages have persisted into the contemporary world via digital games as well as analyzing how digital gaming translates, adapts, and remediates medieval stories, themes, characters, and tropes in interactive electronic environments. At the same time, the Middle Ages are reinterpreted according to contemporary concerns and conflicts, in all their complexity. Rather than a distinct time in the past, the Middle Ages form a space in which theory and narrative, gaming and textuality, identity and society are remediated and reimagined. Together, the essays demonstrate that while having its roots firmly in narrative traditions, neomedieval gaming—where neomedievalism no longer negotiates with any reality beyond itself and other medievalisms—creates cultural palimpsests, multiply-layered trans-temporal artifacts. Digital Gaming Re-imagines the Middle Ages demonstrates that the medieval is more than just a stockpile of historically static facts but is a living, subversive presence in contemporary culture.


Table of Contents

Introduction: "All Your History Are Belong to Us": Digital Gaming Re-imagines the Middle Ages - Daniel T. Kline

Part 1: Prehistory of Medieval Gaming
1. The Right to Dream of the Middle Ages: Simulating the Medieval in Tabletop RPGs - William J. White

Part 2: Gaming Re-imagines Medieval Traditions
2. "Best and Only Bulwark": How Epic Narrative Redeems Beowulf the Game - Candace Barrington and Timothy English
3. Systematizing Culture in Medievalism: Geography, Dynasty, Culture, and Imperialism in Crusader Kings: Deus Vult - Jason Pitruzzello
4. The Portrayal of Medieval Warfare in Medieval: Total War and Medieval 2: Total War - Greg Fedorenko
5. Gabriel Knight: A Twentieth-Century Chivalric Romance Hero - Angela Tenga

Part 3: Case Study 1 – World of Warcraft 
6. Coloring Tension: Medieval and Contemporary Concepts in Classifying and Using Digital Objects in World of Warcraft - Elysse T. Meredith
7. Sir Thomas Malory and the Death Knights of New Avalon: Imagining Medieval Identities in World of Warcraft - Kristen Noone and Jennifer Kavetsky
8. Accumulating Histories: A Social Practice Approach to Medievalism in High Fantasy MMORPGs - Jennifer C. Stone, Peter Kudenov, and Teresa Combs
9. "Awesome Cleavage": The Genred Body in World of Warcraft - Kim Wilkins

Part 4: Case Study 2 – Dante's Inferno, The Game
10. The Game's Two Bodies, or the Fate of Figura in Dante's Inferno - Bruno Lessard
11. Courtly e-Violence, Digital Play: Adapting Medieval Courtly Masculinities in Dante’s Inferno - Oliver Chadwick
12. Shades of Dante: Virtual Bodies in Dante's Inferno - Timothy J. Welsh and John T. Sebastian
13. The Middle Ages in the Depths of Hell: Pedagogical Possibility and the Past in Dante's Inferno - Angela Jane Weisl and Kevin J. Stevens

Part 5: Theoretical and Representational Issues in Medieval Gaming
14. We Will Travel by Map: Maps as Narrative Spaces in Videogames and Medieval Texts - Thomas Rowland
15. Author, Text, and Medievalism in The Elder Scrolls - Michelle DiPietro
16. Technophilia and Technophobia in Online Medieval Fantasy Games - Nick Webber
17. The Consolation of Paranoia: Conspiracy, Epistemology, and the Templars in Assassin's Creed, Deus Ex, and Dragon Age Harry J. Brown

Part 6: Sociality and Social Media in Medieval Gaming
18. Casual Medieval Games, Interactivity, and Social Play in Social Network and Mobile Applications - Serina Patterson


About the Series

Routledge Studies in New Media and Cyberculture
This series is our home for innovative research in the field of digital media. It includes monographs and targeted edited collections that provide new insights into this subject as its influence and significance grow into the twenty-first century.


About the Editor

Daniel T. Kline is Professor of English at the University of Alaska, Anchorage, USA.


Friday, April 18, 2014

Medieval Studies on Screen at NeMLA 2014

NORTHEAST MODERN LANGUAGE ASSOCIATION
3-6 APRIL 2014

Saturday Morning Sessions

12.02 ‘All the world’s a stage’: Shakespeare around the Globe (Roundtable)
Chair: John Cameron, Saint Mary’s University

Paper 4 of 5: “Lost (and Found) in Translation: Kozintsev’s Hamlet and King Lear”
Joshua Cohen, Massachusetts College of Art and Design


Saturday Afternoon Sessions (Convention 2014)

13.20 Divine Adaptations: New Perspectives on Dante’s Influence in Popular Culture
Chair: Carmelo Galati, Temple University

Paper 2 of 4: “Digitalizing The Divine Comedy: Dante and the Digital Humanities”
Diane Biunno, Villanova University
Paper 3 of 4: “The Middle Ages in the Depths of Hell: Pedagogical Possibility in Dante’s ‘Inferno’ Video Game”
Angela Jane Weisl, Seton Hall University
Kevin J. Stevens, Fordham University
Paper 4 of 4: “Dante the Vampire Slayer: The Divine Comedy in American Televisual Culture”
Carmelo Galati, Temple University

15.07 Monstrous Maternity II: Monsters as Mothers
Chair: Alexandra Lykissas, Indiana University of Pennsylvania

Paper 4 of 4: “‘You’re a beast!’: The ‘Good Mother’ as Monster in Disney/Pixar’s Brave”
Jeanna Kadlec, Brandeis University

Friday, June 21, 2013

Coming Soon: Digital Gaming Re-imagines the Middle Ages

One last post for the night:


Digital Gaming Re-imagines the Middle Ages 
Edited by Daniel T. Kline 

Series: Routledge Studies in New Media and Cyberculture

To Be Published July 22nd 2013 by Routledge

Hardback: $125.00 978-0-415-63091-7
Available for pre-order


Digital gaming’s cultural significance is often minimized much in the same way that the Middle Ages are discounted as the backward and childish precursor to the modern period. Digital Gaming Reimagines the Middle Ages challenges both perceptions by examining how the Middle Ages have persisted into the contemporary world via digital games as well as analyzing how digital gaming translates, adapts, and remediates medieval stories, themes, characters, and tropes in interactive electronic environments. At the same time, the Middle Ages are reinterpreted according to contemporary concerns and conflicts, in all their complexity. Rather than a distinct time in the past, the Middle Ages form a space in which theory and narrative, gaming and textuality, identity and society are remediated and reimagined. Together, the essays demonstrate that while having its roots firmly in narrative traditions, neomedieval gaming—where neomedievalism no longer negotiates with any reality beyond itself and other medievalisms—creates cultural palimpsests, multiply-layered trans-temporal artifacts. Digital Gaming Re-imagines the Middle Ages demonstrates that the medieval is more than just a stockpile of historically static facts but is a living, subversive presence in contemporary culture.


Introduction: "All Your History Are Belong to Us": Digital Gaming Re-imagines the Middle Ages
Daniel T. Kline


Part 1: Prehistory of Medieval Gaming

1. The Right to Dream of the Middle Ages: Simulating the Medieval in Tabletop RPGs
William J. White


Part 2: Gaming Re-imagines Medieval Traditions

2. "Best and Only Bulwark": How Epic Narrative Redeems Beowulf the Game
Candace Barrington and Timothy English

3. Systematizing Culture in Medievalism: Geography, Dynasty, Culture, and Imperialism in Crusader Kings: Deus Vult 
Jason Pitruzzello

4. The Portrayal of Medieval Warfare in Medieval: Total War and Medieval 2: Total War
Greg Fedorenko

5. Gabriel Knight: A Twentieth-Century Chivalric Romance Hero
Angela Tenga


Part 3: Case Study 1 – World of Warcraft

6. Coloring Tension: Medieval and Contemporary Concepts in Classifying and Using Digital Objects in World of Warcraft 
Elysse T. Meredith

7. Sir Thomas Malory and the Death Knights of New Avalon: Imagining Medieval Identities in World of Warcraft 
Kristen Noone and Jennifer Kavetsky

8. Accumulating Histories: A Social Practice Approach to Medievalism in High Fantasy MMORPGs
Jennifer C. Stone, Peter Kudenov, and Teresa Combs

9. "Awesome Cleavage": The Genred Body in World of Warcraft 
Kim Wilkins


Part 4: Case Study 2 – Dante's Inferno, The Game

10. The Game's Two Bodies, or the Fate of Figura in Dante's Inferno 
 Bruno Lessard

11. Courtly e-Violence, Digital Play: Adapting Medieval Courtly Masculinities in Dante’s Inferno 
Oliver Chadwick

12. Shades of Dante: Virtual Bodies in Dante's Inferno 
Timothy J. Welsh and John T. Sebastian

13. The Middle Ages in the Depths of Hell: Pedagogical Possibility and the Past in Dante's Inferno 
Angela Jane Weisl and Kevin J. Stevens


Part 5: Theoretical and Representational Issues in Medieval Gaming

14. We Will Travel by Map: Maps as Narrative Spaces in Videogames and Medieval Texts
Thomas Rowland

15. Author, Text, and Medievalism in The Elder Scrolls 
Michelle DiPietro

16. Technophilia and Technophobia in Online Medieval Fantasy Games
Nick Webber

17. The Consolation of Paranoia: Conspiracy, Epistemology, and the Templars in Assassin's Creed, Deus Ex, and Dragon Age 
Harry J. Brown


Part 6: Sociality and Social Media in Medieval Gaming

18. Casual Medieval Games, Interactivity, and Social Play in Social Network and Mobile Applications
Serina Patterson