Description

Book Synopsis
Examines the development, nature, and significance of gritty (neo)medievalism in popular culture, from Assassins Creed: Valhalla and Berserk to Robert Eggers' The Northman.Twenty-first-century popular culture has a fascination for the medieval. Its imagery, tropes and settings have become an integral part of the epic fantasy genre across different media, demonstrated by and following the success of such globally acclaimed television shows as Game of Thrones and Vikings. This volume studies this phenomenon, aiming to establish a broader understanding of why the Middle Ages have become so popular in an era of transmedia productions; it argues that concepts of accuracy and "authenticity" are key to this popularity, alongside engagement with contemporary debates about identity, race and gender, and agile responses to fan-community and media critiques.The essays address a variety of topics, from worldbuilding and narrative structures to female agency and the reception of Vikings, across a wide range of media, including film, television, literature, video games and manga. It also explores how contemporary fantasy engages with both academic knowledge and developments in imagination more widely, responding to ever-changing ideas about how an "authentic" Middle Ages may be created.

Popularising the Middle Ages in Modern Fantasy Neomedievalism Video Games and Vikings

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    A Hardback by Carolyne Larrington

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      View other formats and editions of Popularising the Middle Ages in Modern Fantasy Neomedievalism Video Games and Vikings by Carolyne Larrington

      Publisher: Boydell and Brewer
      Publication Date: 06/01/2026
      ISBN13: 9781843847595, 978-1843847595
      ISBN10:

      Description

      Book Synopsis
      Examines the development, nature, and significance of gritty (neo)medievalism in popular culture, from Assassins Creed: Valhalla and Berserk to Robert Eggers' The Northman.Twenty-first-century popular culture has a fascination for the medieval. Its imagery, tropes and settings have become an integral part of the epic fantasy genre across different media, demonstrated by and following the success of such globally acclaimed television shows as Game of Thrones and Vikings. This volume studies this phenomenon, aiming to establish a broader understanding of why the Middle Ages have become so popular in an era of transmedia productions; it argues that concepts of accuracy and "authenticity" are key to this popularity, alongside engagement with contemporary debates about identity, race and gender, and agile responses to fan-community and media critiques.The essays address a variety of topics, from worldbuilding and narrative structures to female agency and the reception of Vikings, across a wide range of media, including film, television, literature, video games and manga. It also explores how contemporary fantasy engages with both academic knowledge and developments in imagination more widely, responding to ever-changing ideas about how an "authentic" Middle Ages may be created.

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