Seeing and Playing the Middle Ages: Problems and Limitations in the Virtual and Video-play Reconstruction of the Medieval Past
Venegas Ramos, Alberto
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The objective of this article is to study the way in which the medieval past is represented in video games. To do this, it will study three elements: the type of source selected, the playful design and the visuality of the works, along with a large number of examples that illustrate each of the types and subtypes elaborated with the intention of determining how the past is deformed in order to adapt it to a specific form and what potential consequences, favorable or harmful, this deformation can generate for the knowledge and social impact of the past.
Is part ofImago temporis: medium Aevum, 2022, núm. 16, p. 433-448
European research projects
- Any: 2022 Núm.: 16 
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