Women in classical video games / edited by Jane Draycott and Kate Cook.

Other author Draycott, Jane, 1954-
Other author Cook, Kate (Teaching fellow)
Format Electronic
Publication InfoLondon ; New York : Bloomsbury Academic, 2022.
Descriptionpages cm.
Supplemental ContentFull text available from eBooks on EBSCOhost
Subjects

SeriesImages : classical receptions in the visual and performing arts
Contents Introduction / Jane Draycott and Kate Cook -- Playable girls in ancient worlds : Athena (1986) opens the door / Dunstan Lowe -- A historical overview of women in ancient-period video games / Jordy Orellana Figueroa -- Dangerous defaults : demographics and identities within and without video games / Marcie Persyn -- The maiden, the mother and the monster : the monstrous-feminine in historical and archaeological video games / Dan Goad -- Bringing down the divine patriarchy through Deicide in Apotheon (2015) / Amy Norgard -- Argonautic women? : gender and heroic status in Rise of the Argonauts / Sophie Ngan -- Good riddance : refiguring Eurydice in Supergiant's Hades / Kira Jones -- Reception and representation of Greco-Roman goddesses in Smite : battleground of the gods / Katherine Beydler -- Aphrodite, a caricature of female sexuality / Olivia Kinsman -- Violence against women in classical video games / Hannah-Marie Chidwick -- Playing Cleopatra in Assassin's Creed Origins / Jane Draycott -- Playing Salammbô? : orientalism, gender and gaming with the Punic world / Andrew Dufton -- Kassandra's odyssey / Richard Cole -- "We do what we must to survive" : prostitution and power in Assassin's creed odyssey / Roz Tuplin -- "It's the most freedom a woman can have" : gender, genre and agency in choices : a courtesan of Rome / Kate Cook.
Abstract "Despite the prevalence of video games set in or inspired by classical antiquity, the medium has to date remained markedly understudied in the disciplines of classics and ancient history, with the role of women in these video games especially neglected. Women in Classical Video Games seeks to address this imbalance as the first book-length work of scholarship to examine the depiction of women in video games set in classical antiquity. The volume surveys the history of women in these games and the range of figures presented from the 1980s to the present, alongside discussion of issues such as historical accuracy, authenticity, gender, sexuality, monstrosity, hegemony, race and ethnicity, and the use of tropes. A wide range of games of different types and modes are discussed, with particular attention paid to the Assassin's Creed franchise's 21st-century ventures into classical antiquity (first in Origins (2017), set in Hellenistic Egypt, and then in Odyssey (2018), set in classical Greece), which have caught the imagination not only of gamers, but also of academics, especially in relation to their accompanying educational Discovery Modes. The detailed case studies presented here form a compelling case for the indispensability of the medium to both reception studies and gender studies, and offer nuanced answers to such questions as how and why women are portrayed in the ways that they are"-- Provided by publisher.
Bibliography noteIncludes bibliographical references and index.
Access restrictionAvailable only to authorized users.
Technical detailsMode of access: World Wide Web
Genre/formElectronic books.
LCCN 2022008783
ISBN9781350241916 (hardback)
ISBN9781350241923 (paperback)
ISBN(ebook)
ISBN(epub)

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