Remediation and 3D design

Immediacy and the medieval video game world

Authored by: Roger Louis Martínez-Dávila , Lynn Ramey

The Routledge Research Companion to Digital Medieval Literature

Print publication date:  December  2017
Online publication date:  November  2017

Print ISBN: 9781138905047
eBook ISBN: 9781315696041
Adobe ISBN:

10.4324/9781315696041-12

 Download Chapter

 

Abstract

Increasingly, students, scholars, and an educated global public demand digital representations of the past as well as an interactive relationship with history. However, as scholars of the European Middle Ages, we question how medieval notions of time, space, and human relationships can be integrated with modern desires for immediacy and connectivity. In this essay we look at two projects affiliated with the Global Middle Ages Project that deal with questions of medieval and modern uses of space. In the first project, Brendan’s Voyage, a fictional space is imbued with spiritual meaning. Users must understand possible differences between medieval and modern notions of place, space, and agency before they can complete the challenges presented in the game narrative. In Virtual Plasencia, the embodiment of the user in an historical avatar in a multi-user environment allows for understanding the complex relationships facilitated and necessitated by the sharing of space by citizens of different religious affiliations.

 Cite
Search for more...
Back to top

Use of cookies on this website

We are using cookies to provide statistics that help us give you the best experience of our site. You can find out more in our Privacy Policy. By continuing to use the site you are agreeing to our use of cookies.