• Corpus ID: 182132233

Ancient Greece and Rome in Videogames: Representation, Player Processes, and Transmedial Connections

  title={Ancient Greece and Rome in Videogames: Representation, Player Processes, and Transmedial Connections},
  author={Ralph Clare},
Videogames are a hugely popular entertainment medium that plays host to hundreds of different ancient world representations. They provide very distinctive versions of recreated historical and mythological spaces, places, and peoples. The processes that go into their development, and the interactive procedures that accompany these games, must therefore be equally unique. This provides an impetus to both study the new ways in which ancient worlds are being reconfigured for gameplayers who… 



Storyworlds across Media

principles implemented by the computer through calculation; yet unless the rules allow for fascinating gameplay (as in chess), it is the imaginative act of locating oneself in a fictional world that

Playing Games as an Art Experience: How Videogames Produce Meaning through Narrative and Play

My aim is to provide clarity about the nature of the videogame as a meaning generating system, while I consider imagination a central concept. I approach videogames as a common part of culture, that

The past as playground: the ancient world in video game representation

Book description: The public's fascination with archaeology has meant that archaeologists have had to deal with media more regularly than other scholarly disciplines. How archaeologists communicate

Unit Operations: An Approach to Videogame Criticism

In Unit Operations, Ian Bogost argues that similar principles underlie both literary theory and computation, proposing a literary-technical theory that can be used to analyze particular videogames and argues for the possibility of real collaboration between the humanities and information technology.

Third Person: Authoring and Exploring Vast Narratives

The ever-expanding capacities of computing offer new narrative possibilities for virtual worlds. Yet vast narrativesfeaturing an ongoing and intricately developed storyline, many characters, and

Awakening in ruins: The virtual spectacle of the end of the city in video games

With reference to Walter Benjamin’s work on nineteenth-century Paris, and Debord’s work on the spectacle, this article argues that the depiction of ruined cities in video games – as virtual ruins of

Digital culture, play, and identity : a World of Warcraft reader

World of Warcraft is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten million active subscribers across Europe, North America, Asia, and

When Life Mattered

Games borrow ceaselessly from the past to constitute themselves. This locates the medium at the heart of our contemporary obsession with how to engage the past and the “real.” In tethering digital

Genre and game studies: Toward a critical approach to video game genres

This article examines the notion of genre in video games. The main argument is that the market-based categories of genre that have been developed in the context of video games obscure the new

The Semiotic Immersion of Video Games, Gaming Technology and Interactive Strategies

The paper concludes that the personal achievement of individual players (end-users) accounts for the phenomenon of deep immersion in digital games, and not virtuality, but virtuosity is the strong force in digital game playing.