From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. With successful series such as ¿Assassin¿s Creed¿ or "Civilization¿ selling millions of copies, video games rival even television and cinema in their role in shaping younger audiences¿ perceptions of the past. Yet classical scholarship, though embracing other popular media as areas of research, has so far largely ignored video games as a vehicle of classical reception. This collection of essays fills this gap with a dedicated study of receptions, remediations and representations of Classical Antiquity across all electronic gaming platforms and genres. It presents cutting-edge research in classics and classical recept
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The first comprehensive history of dissection in classical antiquity. It reveals how the practice evolved from the social and cultural contexts of the fifth century BC to the High Roman period, before exploring in depth its contribution to the development...
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A translation with introduction of the first ethnographic and semiotic study of gesture in daily life.
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