The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism by Robert Houghton (D. S. Brewer, 2024)

Book review

Authors

DOI:

https://doi.org/10.7557/ejcgc.v16i2.8334

Keywords:

medievalism, ludic medievalism, game studies, historiography, game genre, interactive pedagogy, game mechanics

Abstract

A review of Robert Houghton’s book The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism. Published by D. S. Brewer, 2024. ISBN: 978-1-84384-729-8, 355 pages.

References

Houghton, Robert. (2023). The Middle Ages in modern games: An adolescent field. In Robert Houghton (Ed.), Playing the Middle Ages: Pitfalls and potential in modern games. Bloomsbury. DOI: https://doi.org/10.5040/9781350242913

Houghton, Robert. (2024). The Middle Ages in computer games: Ludic approaches to the medieval and medievalism. D. S. Brewer. DOI: https://doi.org/10.7722/DFFV6108

Kempshall, Chris. (2015). The First World War in computer games. Palgrave Macmillan. DOI: https://doi.org/10.1057/9781137491763

Pobłocki, Kaspar. (2002). Becoming-State: The bio-cultural imperialism of Sid Meier’s Civilization.” Focaal – European Journal of Anthropology, 39, 163-77.

Prensky, Marc. (2006). “Don’t bother me Mom, I’m learning!”: How computer and video games are preparing your kids for twenty-first century success and how you can help! Paragon House.

Venegas Ramos, Alberto. (2022). Seeing and playing the Middle Ages: Problems and limitations in the virtual and video-play reconstruction of the medieval past. Imago Temporis Medium Aevum, 16, 433-48. doi: 10.21001/itma.2022.16.15 DOI: https://doi.org/10.21001/itma.2022.16.15

Wainwright, A. Martin. (2019). Virtual history: How videogames portray the past. Routledge. DOI: https://doi.org/10.4324/9781315157351

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Published

2025-12-19

Issue

Section

Reviews

How to Cite

Moore, E. (2025). The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism by Robert Houghton (D. S. Brewer, 2024): Book review. Eludamos: Journal for Computer Game Culture, 16(2), 333-339. https://doi.org/10.7557/ejcgc.v16i2.8334