Queer Movie Medievalisms is the first book of its kind to grapple with the ways in which mediations between past and present, as registered on the silver screen, queerly undercut assumptions about sexuality throughout time. It will be of great interest to scholars of Gender and Sexuality, Cultural and Media Studies, Film Studies and Medieval History.
How is history even possible, since it involves recapturing a past already lost? It is through this urge to understand, feel and experience, that films based on medieval history are made. They attempt to re-create the past, but can only do so through a queer re-visioning that inevitably replicates modernity. In these mediations between past and present, history becomes misty, and so, too, do constructions of gender and sexuality leading to the impossibility of heterosexuality, or of any sexuality, predicated upon cinematic medievalism. Queer Movie Medievalisms is the first book of its kind to grapple with the ways in which mediations between past and present, as registered on the silver screen, queerly undercut assumptions about sexuality throughout time. It will be of great interest to scholars of Gender and Sexuality, Cultural and Media Studies, Film Studies and Medieval History.
The discipline of medievalism has produced a great deal of scholarship acknowledging the "makers" of the Middle Ages: those who re-discovered the period from 500 to 1500 by engaging with its cultural works, seeking inspiration from them, or fantasizing about them. Yet such approaches - organized by time period, geography, or theme - often lack an overarching critical framework. This volume aims to provide such a framework, by calling into question the problematic yet commonly accepted vocabulary used in Medievalism Studies. The contributions, by leading scholars in the field, define and exemplify in a lively and accessible style the essential terms used when speaking of the later reception of medieval culture. The terms: Archive, Authenticity, Authority, Christianity, Co-disciplinarity, Continuity, Feast, Genealogy, Gesture, Gothic, Heresy, Humor, Lingua, Love, Memory, Middle, Modernity, Monument, Myth, Play, Presentism, Primitive, Purity, Reenactment, Resonance, Simulacrum, Spectacle, Transfer, Trauma, Troubadour Elizabeth Emery is Professor of French and Graduate Coordinator at Montclair State University (Montclair, NJ, USA); Richard Utz is Chair and Professor of Medievalism Studies in the School of Literature, Media, and Communication at Georgia Tech (Atlanta, GA, USA). Contributors: Nadia Altschul, Martin Arnold, Kathleen Biddick, William C. Calin, Martha Carlin, Pam Clements, Michael Cramer, Louise D'Arcens, Elizabeth Emery, Elizabeth Fay, Vincent Ferré, Matthew Fisher, Karl Fugelso, Jonathan Hsy, Amy S. Kaufman, Nadia Margolis, David Matthews, Lauryn S. Mayer, Brent Moberly, Kevin Moberly, Gwendolyn Morgan, Laura Morowitz, Kevin D. Murphy, Nils Holger Petersen, Lisa Reilly, Edward Risden, Carol L. Robinson, Juanita Feros Ruys, Tom Shippey, Clare A. Simmons, Zrinka Stahuljak, M. Jane Toswell, Richard Utz, Angela Jane Weisl.
This fascinating collection explores America's appropriations and fabrications of the Middle Ages, revealing the nation's complicated love affair with a past it never had, but has created from history and imagination.
The role of laughter and humour in the postmedieval citation, interpretation or recreation of the middle ages has hitherto received little attention, a gap in scholarship which this book aims to fill. Examining a wide range of comic texts and practices across several centuries, from Don Quixote and early Chaucerian modernisation through to Victorian theatre, the Monty Python films, television and the experience of visiting sites of "heritage tourism" such as the Jorvik Viking Museum at York, it identifies what has been perceived as uniquely funny about the Middle Ages in different times and places, and how this has influenced ideas not just about the medieval but also about modernity. Tracing the development and permutations of its various registers, including satire, parody, irony, camp, wit, jokes, and farce, the author offers fresh and amusing insight into comic medievalism as a vehicle for critical commentary on the present as well as the past, and shows that for as long as there has been medievalism, people have laughed at and with the middle ages. Louise D'Arcens is Associate Professor in English Literatures at the University of Wollongong.
Medievalism - the creative interpretation or recreation of the European Middle Ages - has had a major presence in the cultural memory of the modern West, and has grown in scale to become a global phenomenon. Countless examples across aesthetic, material and political domains reveal that the medieval period has long provided a fund of images and ideas that have been vital to defining 'the modern'. Bringing together local, national and global examples and tracing medievalism's unpredictable course from early modern poetry to contemporary digital culture, this authoritative Companion offers a panoramic view of the historical, aesthetic, ideological and conceptual dimensions of this phenomenon. It showcases a range of critical positions and approaches to discussing medievalism, from more 'traditional' historicist and close-reading practices through to theoretically engaged methods. It also acquaints readers with key terms and provides them with a sophisticated conceptual vocabulary for discussing the medieval afterlife in the modern.
This book examines key points of J. R. R. Tolkien’s life and writing career in relation to his views on humanism and feminism, particularly his sympathy for and toleration of those who are different, deemed unimportant, or marginalized—namely, the Other. Jane Chance argues such empathy derived from a variety of causes ranging from the loss of his parents during his early life to a consciousness of the injustice and violence in both World Wars. As a result of his obligation to research and publish in his field and propelled by his sense of abjection and diminution of self, Tolkien concealed aspects of the personal in relatively consistent ways in his medieval adaptations, lectures, essays, and translations, many only recently published. These scholarly writings blend with and relate to his fictional writings in various ways depending on the moment at which he began teaching, translating, or editing a specific medieval work and, simultaneously, composing a specific poem, fantasy, or fairy-story. What Tolkien read and studied from the time before and during his college days at Exeter and continued researching until he died opens a door into understanding how he uniquely interpreted and repurposed the medieval in constructing fantasy.
For many, the middle ages depicted in Walt Disney movies have come to figure as the middle ages, forming the earliest visions of the medieval past for much of the contemporary Western (and increasingly Eastern) imagination. The essayists of The Disney Middle Ages explore Disney's mediation and re-creation of a fairy-tale and fantasy past, not to lament its exploitation of the middle ages for corporate ends, but to examine how and why these medieval visions prove so readily adaptable to themed entertainments many centuries after their creation. What results is a scrupulous and comprehensive examination of the intersection between the products of the Disney Corporation and popular culture's fascination with the middle ages.
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.
In this first ever book-length treatment, 11 scholars with a variety of backgrounds in medieval studies, film studies, and medievalism discuss how historical and fictional medieval women have been portrayed on film and their connections to the feminist movements of the 20th and 21st centuries. From detailed studies of the portrayal of female desire and sexuality, to explorations of how and when these women gain agency, these essays look at the different ways these women reinforce, defy, and complicate traditional gender roles. Individual essays discuss the complex and sometimes conflicting cinematic treatments of Guinevere, Morgan Le Fay, Isolde, Maid Marian, Lady Godiva, Heloise, Eleanor of Aquitaine, and Joan of Arc. Additional essays discuss the women in Fritz Lang's The Nibelungen, Liv Ullmann's Kristin Lavransdatter, and Bertrand Tavernier's La Passion Beatrice.