@inbook{f5a0f3dd083c4b83b4868b95028954cf,
title = "Grand Theft Longboat: Using Video Games and Medievalism to Teach Medieval History",
abstract = "This chapter recounts the author{\textquoteright}s experiences of teaching a third-year module entitled {\textquoteleft}History and Myth: Writing and Re-writing the Middle Ages{\textquoteright} which engages both with medieval history and Medievalism approaches to representations of the Middle Ages. As part of the assessment, the students are required to present a pitch for a medieval themed video game, feature film or TV series. Katherine J. Lewis describes how the module was conceived with two main purposes in mind: The first to combine the study of medieval history and modern representations of the Middle Ages in a way that would be both engaging and academically valid. The second was to give the students an opportunity to take a more creative and imaginative approach to the past. This enables them to gain a more nuanced understanding of the processes by which events and individuals have been depicted, interpreted and appropriated both in medieval accounts and modern re-creations. Lewis explains that the students are required not simply to identify {\textquoteleft}historical inaccuracies{\textquoteright} in medieval and modern sources but to account for these, considering what sorts of cultural work they perform in relation to issues of authorship, audience, genre and so on.",
keywords = "medievalism, popular culture, pedagogy, Video games",
author = "Lewis, {Katherine J.}",
year = "2019",
month = aug,
day = "30",
doi = "10.4324/9780429345616-4",
language = "English",
isbn = "9780367363864",
series = "Routledge Approaches to History",
publisher = "Routledge, Taylor & Francis Group",
pages = "54--70",
editor = "{von L{\"u}nen}, Alexander and Lewis, {Katherine J.} and Litherland, {Benjamin } and Pat Cullum",
booktitle = "Historia Ludens",
address = "United Kingdom",
edition = "1",
}