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MEDIEVAL GAMES IN THE CURRENT MEDIA CULTURE.
- Source :
- Marketing Identity; 2017, Issue Part 1, p300-311, 12p
- Publication Year :
- 2017
-
Abstract
- The present study elaborates on the issue of medieval games considered in historical theory and transformed to the current medial reality, i.e. dimension of digital games. The scrutiny is focused on historical development of games in the span of medieval society and their patterns in virtual reality or in digital games. In this context, we concern ourselves with broad scale of the games based on heterogeneous gaming principles, e.g. winning, gambling, mimic, and adventurous. Works of R. Caillois, known as an author of game principle typology, and as well relevant works of M. Bachtin, J. Le Goff, J. Huizinga, D. Prokop, R. Dyer, J. Radošinská, S. Gálik, besides others, were the basis of key theory. The main purpose of the paper is to explicate the issue of medieval games by way of logical and discursive analysis, and subsequently point out the cases where they occur in the media, computer games in particular. Anyway, not a mere interpretation of up to date knowledge of the matter in question is aimed by present piece of work, as the actual occurrences of medieval games in modern media reality is a paramount. However, relevant theory refilects medieval games occurring in the history, as well as in the contemporary postmodern society where they have become a natural part of everyday life. Drawing on this, we assume the theoretical postulates will also apply to the part of media space, i.e. virtual reality. [ABSTRACT FROM AUTHOR]
Details
- Language :
- English
- ISSN :
- 13395726
- Issue :
- Part 1
- Database :
- Complementary Index
- Journal :
- Marketing Identity
- Publication Type :
- Conference
- Accession number :
- 130535773