Abstract

This article describes the use of the materiality of the medieval book as a trope of medievalism in neomedieval games. It argues that the materiality of the hybrid writing/printing book culture evoked in these games does not correspond with any given historical period, not even the late 15th-century technical transition from writing to print culture; instead, the games synthesize a variety of details from separate historical periods into a coherent neomedieval book culture that supports player immersion. The player's relationship with this neomedieval book culture is fostered through representations of the materiality of the medieval book, though this materiality can be represented in images or in text, in the game environment or in the user interface. Handling manuscripts and deciphering texts is an important component of the fantasy sought by the audience of neomedieval role-playing games.

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