scholarly journals Chivalry and Knighthood in the Past and Present; Contrasting “Gawain” and Fire Emblem Three Houses

2021 ◽  
Vol 12 (2) ◽  
Author(s):  
Karen Vuong

In my paper, I delve into the socio-political dimensions of knighthood and chivalry during the medieval era of Europe through a comparison between the Medieval English poem, “Gawain and the Green Knight,” and the video game, Fire Emblem Three Houses, published in 2019 by Nintendo. Within both texts, I explore chivalry and knighthood as a specific social code and institution of power, both of which are complex constructs beneath its veneer of idealism and romanticism. More prominently however, I discuss the interplay between chivalry as a system of power and one’s humanity. I argue that Three Houses compellingly demonstrates this dynamic through its characters and their interactions together, and shines a light on the reality of individuals beholden to institutional power. Although contemporary narratives may tend to misconstrue the past for dramatic effect, I believe there is value in examining them because they may conversely reveal previously overlooked aspects of historical concepts due to the biases and values of the period.

2017 ◽  
Vol 40 (3) ◽  
pp. 295-310
Author(s):  
Sabine Wilke

Every late spring since 1951, the Wiener Festwochen bring performers from around the world to Vienna for an opportunity to share recent developments in performance styles and present them to a Viennese public that seems to be increasingly open to experimentation. These festival weeks solidify a specific form of Viennese self-understanding and self-representation as a culture that is rooted in performance. This essay seeks to link two recent Austrian performances—one of them was part of the Wiener Festwochen in 2016, the other was staged in downtown Linz during the past few years—to this Austrian and specifically Viennese culture of performance by reading them as contemporary articulations of a tradition of radical performance art that can be traced back to the Viennese Actionism of the sixties and later feminist articulations in the seventies and eighties. They play on the dramatic effect of these actions, specifically their joy in cruelty, chaos, and orgiastic intoxication, by staging regressions and thus making visible what has been dammed up and repressed in contemporary society.1 Just as their historical models, these two performances merge the performing and the fine arts and they highlight provocative, controversial, and, at times, violent content. But they do it in an interspecies context that adds an entire layer of complexity to the project of societal and cultural critique.


Author(s):  
Shawn M. Doherty ◽  
Joseph R. Keebler ◽  
Shayn S. Davidson ◽  
Evan M. Palmer ◽  
Christina M. Frederick

While the categories that are typically used to discriminate games have been useful in the past, more recently game mechanics have become utilized by a wider range of games, leading to earlier definitions becoming a less valuable categorization tool. This paper attempts to provide various ways games could be classified by focusing on the types of emotions they evoke, the skills they require or their relations with personality or cognitive variables. A description of those categories and the challenge in using them to define games is outlined as well as five alternate methods that may help make distinctions between games clearer.


IdeBahasa ◽  
2021 ◽  
Vol 3 (1) ◽  
pp. 1-10
Author(s):  
Septiani Nur Alifah

Literary works are never separated from previous works or other texts. “Aku Dipenogoro!” is a literary work in the form of a drama script written by Landung Simatupang which was inspired by the power of divination by Peter Carey. The process of forming a literary work based on the acceptance of the past works can be said to be a reception. Therefore, this study used a reception approach to see how far the acceptance of previous works in Aku Dipenogoro!. The method used in this study is descriptive qualitative. In this case, the researcher compares the texts by looking at the similarities and differences. Furthermore, the findings are described. Based on the results of the analysis conducted by Aku Dipenogoro! as a literary work made several changes from the previous work (Peter Carey's Power of Prediction). These changes are used to give a dramatic effect in the work. Improvisation is used to get certain effects and aesthetics in a work. As a drama script Aku Dipenogoro! refers to dramatic effects in the performing arts (theater).


2020 ◽  
Vol 12 (3) ◽  
pp. 303-319
Author(s):  
Mark Mullen

For the past 30 years museums and art galleries on both sides of the Atlantic have been resistant to exhibiting digital games as art and have instead embedded them in exhibitions and displays that have portrayed them as exemplars of design. This conservative approach has largely failed to achieve the stated purpose of many of these exhibitions: to foster a wider public appreciation for games and encourage more sophisticated conversations about gaming. This article argues that curators for video game exhibitions have been co-opted by the ideological norms of the tech sector which has produced a reluctance to engage critically with their subject matter and a willingness to overlook ethical problems within the videogame industry.


2021 ◽  
Vol 2 (4) ◽  
pp. 13-35
Author(s):  
Juan Pablo Fernández-Cortés

In the past two decades, the study of video game music has come into its own and gained acceptance in the academic community. This subdiscipline, now commonly referred as ludomusicology, is still attempting basic questions concerning how it can be researched. This article aims to present the current situation and to reflect about some of the main lines of research related to the music of video games and their culture, a field of ongoing research that has received little attention in Hispanophone academia up to the present time. This article was originally published in Anuario Musical 75 (2020): 181–99 and has been translated for the Journal of Sound and Music in Games. https://doi.org/10.3989/anuariomusical.2020.75.09


2019 ◽  
Vol 11 (1) ◽  
pp. 139-160
Author(s):  
Claire Stocks

Abstract A corn modius, excavated in 1915 at Carvoran Roman fort, survives as an enduring testament to the memory sanctions applied to the emperor Domitian after his death. Domitian’s name has been hammered out, even though the rest of the engraved text – which reveals the capacity of this measuring vessel – has been preserved. Taking this case study as its springboard, this article reflects on how artefacts act as battlegrounds for the parallel processes of commemoration and censorship. It exemplifies, moreover, how a modern video-game for school-aged children which Stocks co-designed about Vindolanda, an Imperial-era Roman fort at Hadrian’s Wall, can serve a similar function. By translating the physical realities of that site into virtual images, and challenging players to solve a fictional murder mystery within this simulated environment, the game creates a new means through which students might be led into the past: it allows them to co-create history by selecting narrative paths and engaging intermedially with ancient Vindolanda. Far from being all ‘fun and games’, this process is especially effective as a pedagogical tool: players experience history not as readers, spectators, or listeners, but as visitors, endowed with first-person access to the stories and places of Britain’s Roman past.


Author(s):  
Mark D. Griffiths ◽  
Halley M. Pontes

The past decade has witnessed a significant increase in the number of empirical studies examining various aspects of problematic video game play, video game addiction, and, more recently, gaming disorder. This chapter begins with a brief past history of how research into video game addiction has developed during the past four decades in the 1980s (arcade video game addiction), 1990s (home console video game addiction), and 2000s and beyond (online video game addiction). The chapter also overviews the features of gaming addiction, its prevalence rates, demographics and gaming addiction, negative consequences of excessive video game use, Internet gaming disorder and the DSM-5, and treatment of gaming addiction. Based on the published evidence, particularly from studies conducted in the past decade, it appears that, in extreme cases, excessive gaming can have potentially damaging effects on individuals who appear to display compulsive and/or addictive behavior similar to other more traditional addictions. However, the field has been hindered by the use of inconsistent and nonstandardized criteria to assess and identify problematic and/or addictive video game use.


Hypatia ◽  
2019 ◽  
Vol 34 (3) ◽  
pp. 405-423
Author(s):  
Rockney Jacobsen

We cannot rethink the ethical and political dimensions of memory—especially its role in constituting persons and identities—without rethinking the nature of memory itself. I first describe a traditional epistemological view of memory, according to which memory is a faculty for preserving knowledge of the past, and then juxtapose a relational theory of memory developed by Sue Campbell. The relational theory is represented in terms of a distinction between actions and achievements; this distinction enables us to both clarify and defend the shift from an epistemological to a political conception of memory. On the resulting view, accuracy, not truth, is the appropriate norm for evaluating memory, and remembering is no longer conceived as an interior process. In the penultimate section I confront an objection to a relational theory of memory—and to relational theories of cognition generally—and suggest a strategy of response.


2017 ◽  
Vol 93 (2) ◽  
pp. 3-22
Author(s):  
Clare A. Lees

This article explores the contributions of women scholars, writers and artists to our understanding of the medieval past. Beginning with a contemporary artists book by Liz Mathews that draws on one of Boethius‘s Latin lyrics from the Consolation of Philosophy as translated by Helen Waddell, it traces a network of medieval women scholars of the nineteenth and twentieth centuries associated with Manchester and the John Rylands Library, such as Alice Margaret Cooke and Mary Bateson. It concludes by examining the translation of the Old English poem, The Wife‘s Lament, by contemporary poet, Eavan Boland. The art of Liz Mathews and poetry of Eavan Boland and the scholarship of women like Alice Cooke, Mary Bateson, Helen Waddell and Eileen Power show that women‘s writing of the past – creative, public, scholarly – forms a strand of an archive of women‘s history that is still being put together.


2020 ◽  
Vol 3 (1) ◽  
pp. 32-43
Author(s):  
Oliver Brown

This article examines and critiques the American copyright regime's increasingly protective approach to video games and their subject matter. Over the past decade, a trio of district court decisions have bolstered protection for video games by relaxing standards for protectability and substantial similarity. Subsequent rulings, concerning both games and other forms of intellectual property, suggest this protective streak will continue. While heightened protection might provide a necessary deterrent to ‘cloning’ and other kinds of impermissible copying, it will also endanger valuable forms of appropriation. After decades of limited copyright involvement, mimesis has become an important element of game creation – widely tolerated by the gaming community as a source of inspiration, interoperability, and cultural conversation. A more expansive view of protectability may inhibit imitative behavior that has, in the past, benefited new creators and fans without harming the economic expectations of prior authors. Moreover, that new approach, which relies heavily on juries for unpredictable, case-by-case determinations, may restrict the financial and creative outlook of the video game industry at large. In its first section, this article identifies the elements of video games that have been deemed protectable under copyright law. The second section summarizes foundational video game case law, in which courts established restrictive standards for protectability and substantial similarity. The third then discusses the paradigm shift towards more expansive protectability, recounting cases where courts found games worthy of heightened protection. In its fourth section, this article argues that the protective trend has yet to peak, looking to evidence gleaned from recent copyright suits. A concluding section outlines the risks of overprotection, cautioning against a potentially unreasoned and impractical copyright standard.


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