
- 376 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
Women in Historical and Archaeological Video Games
About this book
This volume focuses on the depiction of women in video games set in historical periods or archaeological contexts, explores the tension between historical and archaeological accuracy and authenticity, examines portrayals of women in historical periods or archaeological contexts, portrayals of female historians and archaeologists, and portrayals of women in fantastical historical and archaeological contexts.
It includes both triple A and independent video games, incorporating genres such as turn-based strategy, action-adventure, survival horror, and a variety of different types of role-playing games. Its chronological and geographical scope ranges from late third century BCE China, to mid first century BCE Egypt, to Pictish and Viking Europe, to Medieval Germany, to twentieth century Taiwan, and into the contemporary world, but it also ventures beyond our universe and into the fantasy realm of Hyrule and the science fiction solar system of the Nebula.
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Information
Warriors and Waifus: Community responses to historical accuracy and the representation of women in Total War: Three Kingdoms
1 Introduction
2 “I’d like to remind you that no Total War game has been 100% faithful to history:” Setting the historical scene
Table of contents
- Title Page
- Copyright
- Contents
- A short introduction to women in historical and archaeological video games
- Assassins and the Creed: A look at the Assassin’s Creed series, Ubisoft, and women in the video games industry
- Expectations vs. reality: Perceived accuracy when women are in historical video games
- “The hardest battles are fought in the mind”: The role of women in Viking Age games
- Warriors and Waifus: Community responses to historical accuracy and the representation of women in Total War: Three Kingdoms
- Nefertiti – beauty, Pharaoh, and murderous mummy in Assassin’s Creed Origins – The Curse of the Pharaohs
- Senua’s psychosis and the stigma of mental health
- Playing (with) Gisla in Mount & Blade
- National trauma, powerlessness, and female protagonists in East Asian historical survival horror
- “Make him a woman:” Gender and witches in Darklands
- Androgynous artefacts: The princess as heirloom in The Legend of Zelda franchise
- Uncharted heroines: Women, popular archaeology, and digital games
- Fourth wave feminism in video games: An analysis of Lara Croft
- Not male, not pale, and definitely not stale: Aliyah Elasra and archaeology in Heaven’s Vault
- Index