PD Dr. Christian Rollinger
Die Sprechstunde findet Montags, 11-12 Uhr in meinem Büro oder nach Vereinbarung per Videokonferenz statt. Eine Anmeldung für die persönliche Sprechstunde ist erwünscht, aber nicht erforderlich.
The 'Tetrarchy', the modern name assigned to the period of Roman history that started with the emperor Diocletian and ended with Constantine I, has been a much-studied and much-debated field of the Roman Empire. Debate, however, has focused primarily on whether it was a true 'system' of government, or rather a collection of ad-hoc measures undertaken to stabilise the empire after the troubled period of the 3rd century CE. The papers collected here aim to go beyond this question and to present an innovative approach to a fascinating period of Roman history by understanding the Tetrarchy not as a system of government, but primarily as a political language. Their focus thus lies on the language and ideology of the imperial college and court, on the performance of power in imperial ceremonies, the representation of the emperors and their enemies in the provinces of the Roman world, as well as on the afterlife of Tetrarchic power in the Constantinian period.
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 ignored video games as a vehicle of classical reception.
This collection of essays fills this gap with a dedicated study of receptions, remediations and representations of Classical Antiquity across all electronic gaming platforms and genres. It presents cutting-edge research in classics and classical receptions, game studies and archaeogaming, adopting different perspectives and combining papers from scholars, gamers, game developers and historical consultants. In doing so, it delivers the first state-of-the-art account of both the wide array of 'ancient' video games, as well as the challenges and rewards of this new and exciting field.