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Well-being is a familiar term in academic literature and public discourse. It captures the imagination by addressing issues related to the social good and the quest for personal happiness. It embraces a wide variety of concerns: age, gender, sexuality, ethnicity, self-esteem, health, class, education, institution and ecosystems, among many issues. Well-being studies focus on the welfare of the world and its inhabitants, bringing holistic and transformative perspectives to bear. The Christian faith has been a powerful contributor to this tradition over the centuries. Human beings, made in the image of God, are called to live transformed lives through the Spirit of Christ in communities of grace and reconciliation for the benefit of others, caring for our planet in the expectation of God’s new creation. What difference does the study of well-being from a Christian perspective make?
Narratives of journeys, voyages, and pilgrimages often guide readers to questions about humanism and humanity from a holistic perspective. The chapters in this volume explore narratives of both real and imagined journeys and examine their religious, psychological, psychoanalytical, philosophical, educational, and historical implications. What emerges is an understanding of narratives of journeys across cultural borders as powerful educational tools that can model and contribute to meaningful dialogue with other states, cultures, and civilizations.
This is the first book to deal exclusively with ludic interactions with classical antiquity – an understudied research area within classical reception studies – that can shed light on current processes of construction and appropriation of the Greco-Roman world. Classical antiquity has, for many years, been sold as a product and consumed in a wide variety of forms of entertainment. As a result, games, playing and playful experiences are a privileged space for the reception of antiquity. Through the medium of games, players, performers and audiences are put into direct contact with the classical past, and encouraged to experience it in a participative, creative and subjective fashion. The ...
One of the most traumatic experiences of Late Antique Christians was the Great Persecution, begun by Emperor Diocletian and his Tetrarchic colleagues in 303 CE. Here Aaltje Hidding unites research of traditional memory studies with work done by cognitive scientists to examine how they remembered the Persecution. The resulting methodological framework, the ‘cognitive ecology’, systemically studies all what can be covered by this term - social surroundings, cognitive artefacts and the physical environment - and bridges the gap between individual and collective memory. The author analyses the remembrance of the Persecution in three different regions along the Nile river. In Oxyrhynchus, the...
A wide-ranging exploration of the daily lives of ordinary Coptic Christians, from late Antiquity until today This volume brings together leading experts from a range of disciplines to examine aspects of the daily lived experiences of Egypt’s Coptic Christian minority from late Antiquity to the present. In doing so, it serves as a supplement and a corrective to institutional or theological narratives, which are generally rooted in studying the wielders of historical power and control. Coptic Culture and Community reveals the humanity of the Coptic tradition, giving granular depth to how Copts have lived their lives through and because of their faith for two thousand years. The first three s...
Despite the prevalence of video games set in or inspired by classical antiquity, the medium has to date remained markedly understudied in the disciplines of classics and ancient history, with the role of women in these video games especially neglected. Women in Classical Video Games seeks to address this imbalance as the first book-length work of scholarship to examine the depiction of women in video games set in classical antiquity. The volume surveys the history of women in these games and the range of figures presented from the 1980s to the modern day, alongside discussion of issues such as historical accuracy, authenticity, gender, sexuality, monstrosity, hegemony, race and ethnicity, an...
This book brings Hellenistic and Roman Delphi to life. By addressing a broad spectrum of epigraphic topics, theoretical and methodological approaches, it provides readers with a first comprehensive discussion of the Delphic gift-giving system, its regional interactions, and its honorific network
In Revisioning John Chrysostom, Chris de Wet and Wendy Mayer harness and promote a new wave of scholarship on the life and works of this famous late-antique (c. 350-407 CE) preacher. New theories from the cognitive and neurosciences, cultural and sleep studies, and history of the emotions, among others, meld with reconsideration of lapsed approaches – his debt to Graeco-Roman paideia, philosophy, and now medicine – resulting in sometimes surprising and challenging conclusions. Together the chapters produce a fresh vision of John Chrysostom that moves beyond the often negative views of the 20th century and open up substantially new vistas for exploration.
This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of ancient Greek and Roman games, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in video games within a wider transmedial environment. Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the blood-spilling violence ...
From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. With successful series such as “Assassin's Creed” or "Civilization” selling millions of copies, video games rival even television and cinema in their role in shaping younger audiences' perceptions of the past. Yet classical scholarship, though embracing other popular media as areas of research, has so far largely ign...