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This is the first comprehensive study of prosthetics and assistive technology in classical antiquity, integrating literary, documentary, archaeological, and bioarchaeological evidence to provide as full a picture as possible of their importance for the lived experience of people with disabilities in classical antiquity. The volume is not only a work of disability history, but also one of medical, scientific, and technological history, and so will be of interest to members of multiple academic disciplines across multiple historical periods. The chapters cover extremity prostheses, facial prostheses, prosthetic hair, the design, commission and manufacture of prostheses and assistive technology, and the role of care-givers in the lives of ancient people with impairments and disabilities. Lavishly illustrated, the study further contains informative tables that collate the aforementioned different types of evidence in an easily accessible way.
Medicine, Ancient. --- Prosthesis --- Prosthesis. --- History --- Rome (Empire). --- History.
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Ancient history --- biografieën (genre) --- Romeinse oudheid --- oudheid --- Cleopatra VII --- Egypt
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Medicine, Egyptian. --- Medicine, Greek and Roman. --- Medicine, Magic, mystic, and spagiric --- Médecine égyptienne --- Médecine grecque et romaine --- Médecine magique, mystique et spagirique --- Medicine --- History. --- Egypt --- Antiquities. --- Médecine égyptienne --- Médecine grecque et romaine --- Médecine magique, mystique et spagirique --- Medicine, Egyptian --- Clinical sciences --- Medical profession --- Human biology --- Life sciences --- Medical sciences --- Pathology --- Physicians --- Egyptian medicine --- Medicine, Ancient --- Medicine, Oriental --- History --- Health Workforce --- Egyptians
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"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 present, alongside discussion of issues such as historical accuracy, authenticity, gender, sexuality, monstrosity, hegemony, race and ethnicity, and the use of tropes. A wide range of games of different types and modes are discussed, with particular attention paid to the Assassin's Creed franchise's 21st-century ventures into classical antiquity (first in Origins (2017), set in Hellenistic Egypt, and then in Odyssey (2018), set in Classical Greece), which have caught the imagination not only of gamers, but also of academics, especially in relation to their accompanying educational Discovery Modes. The detailed case studies presented here form a compelling case for the indispensability of the medium to both reception studies and gender studies, and offer nuanced answers to such questions as how and why women are portrayed in the ways that they are; whether these portrayals are authentic and/or accurate, and whether this matters; what female characters allow a video game to do that male ones don't; and what types of stories these video games tell using their female characters."-- Provided by publisher.
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"Dedicating objects to the divine was a central component of both Greek and Roman religion. Some of the most conspicuous offerings were shaped like parts of the internal or external human body: so-called ?anatomical votives?. These archaeological artefacts capture the modern imagination, recalling vividly the physical and fragile bodies of the past whilst posing interpretative challenges in the present. This volume scrutinises this distinctive dedicatory phenomenon, bringing together for the first time a range of methodologically diverse approaches which challenge traditional assumptions and simple categorisations. The chapters presented here ask new questions about what constitutes an anatomical votive, how they were used and manipulated in cultural, cultic and curative contexts and the complex role of anatomical votives in negotiations between humans and gods, the body and its disparate parts, divine and medical healing, ancient assemblages and modern collections and collectors. In seeking to re-contextualise and re-conceptualise anatomical votives this volume uniquely juxtaposes the medical with the religious, the social with the conceptual, the idea of the body in fragments with the body whole and the museum with the sanctuary, crossing the boundaries between studies of ancient religion, medicine, the body and the reception of antiquity."--Provided by publisher.
Votive offerings --- Human body --- Ex-voto --- Corps humain --- Religious aspects --- Aspect religieux --- Greece --- Rome --- Grèce --- Religion. --- Religion --- BODY, MIND & SPIRIT / Spirituality / Paganism & Neo-Paganism. --- RELIGION / Antiquities & Archaeology. --- Human body. --- Votive offerings. --- Miscellanea. --- Greece. --- Rome (Empire). --- Body, mind & spirit / spirituality / paganism & neo-paganism. --- Religion / antiquities & archaeology. --- Grèce
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This volume focuses on the depiction of women in video games set in historical periods or archaeological contexts, explores the tension between historical and archaeological accuracy and authenticity, examines portrayals of women in historical periods or archaeological contexts, portrayals of female historians and archaeologists, and portrayals of women in fantastical historical and archaeological contexts. It includes both triple A and independent video games, incorporating genres such as turn-based strategy, action-adventure, survival horror, and a variety of different types of role-playing games. Its chronological and geographical scope ranges from late third century BCE China, to mid first century BCE Egypt, to Pictish and Viking Europe, to Medieval Germany, to twentieth century Taiwan, and into the contemporary world, but it also ventures beyond our universe and into the fantasy realm of Hyrule and the science fiction solar system of the Nebula.
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