
The Middle Ages in Computer Games
Ludic Approaches to the Medieval and Medievalism
Robert Houghton(Author)
D.S. Brewer (Publisher)
Published on 2. June 2026
Book
Paperback/Softback
372 pages
978-1-84384-823-3 (ISBN)
Description
Offers the most comprehensive analysis and discussion of medievalist computer games to date.
Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them.
This book explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching.
Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them.
This book explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching.
Reviews / Votes
This book is a must-read for both medievalists and gamers. Its appeal extends beyond fans of medievalism, offering valuable insights for anyone interested in learning or teaching about the Middle Ages and its influence on modern culture. * MEDIEVALISTS.NET * Houghton propose ici un livre fondamental, nuance et stimulant, qui fera tres probablement date dans les etudes medievalistes consacrees aux jeux. L'on consultera aussi cet ouvrage tres complet pour retrouver une bibliographie riche sur le medievalisme videoludique et constituer ainsi une base de recherche particulierement efficace sur le sujet."(Houghton here offers a foundational, nuanced, and thought-provoking book that will very likely become a key reference in medievalist studies devoted to games. The volume will also serve as a highly useful resource for anyone seeking a comprehensive bibliography on video game medievalism, providing an especially effective basis for research on the subject.) * MODERNITES MEDIEVALES * In this meticulously researched exploration of the ways video games reflect and distort medieval history, Houghton opens and closes with a call for greater engagement with the topic. While the topic holds appeal for general readers, the academic tone and dense historiography make it an especially valuable resource for those researching the intersection of history and media. * CHOICE * Computer games are a popular point of engagement with the medieval past and have come to be used as educational tools in schools and universities. Yet, as Houghton shows, they take a unique approach to medievalism. * THE TIMES LITERARY SUPPLEMENT * Finally we have a book weaving the divergent threads of medievalist game studies together. Houghton's seminal volume will be particularly useful for classes taught on medievalism, and the connections between video games and history, and will no doubtbecome the primary reference work for any graduate student embarking on a thesis project involving medievalism and the Middle Ages in modern video games. * GAMEVIRONMENTS * For the study of the Middle Ages in games perhaps no one has done more to advance and legitimate the field than Robert Houghton [...] The Middle Ages in Computer Games synthesizes an enormous quantity of game studies scholarship, highlights trends in medievalist games otherwise obscured by the sheer quantity of existing titles, and points the field in several new and interesting directions. * THE MEDIEVAL REVIEW *
More details
Series
Language
English
Place of publication
Cambridge
United Kingdom
Publishing group
Boydell & Brewer Ltd
Target group
College/higher education
Professional and scholarly
Product notice
Paperback (trade)
Dimensions
Height: 234 mm
Width: 156 mm
Thickness: 20 mm
Weight
565 gr
ISBN-13
978-1-84384-823-3 (9781843848233)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

Book
11/2024
D.S. Brewer
€156.90
Shipment within 3-4 weeks

E-Book
11/2024
1st Edition
Boydell & Brewer Ltd
€48.99
Available for download

E-Book
11/2024
1st Edition
Boydell & Brewer
€48.99
Available for download
Person
ROBERT HOUGHTON is Senior Lecturer in Medieval History at the University of Winchester, UK.
Content
Introduction: The Middle Ages in Computer Games
1. Mechanical and Social Pressures
2. Medievalist Genres
3. Combat and Warfare
4. Science, Technology and the Dark Ages
5. Rule and Rulership
6. The Church and Organised Religion
7. Morality
8. Race and Nationality
9. Gender and Sexuality
Conclusion: A Different Medievalism, Different Games
Bibliography
Filmography
Ludography
1. Mechanical and Social Pressures
2. Medievalist Genres
3. Combat and Warfare
4. Science, Technology and the Dark Ages
5. Rule and Rulership
6. The Church and Organised Religion
7. Morality
8. Race and Nationality
9. Gender and Sexuality
Conclusion: A Different Medievalism, Different Games
Bibliography
Filmography
Ludography