Particularizing the universal. Medievalist constructions of cultural and religious difference in Crusader Kings II

dc.contributor.authorKyyrö Jere
dc.contributor.organizationfi=kulttuurien tutkimus|en=Study of Cultures|
dc.contributor.organization-code1.2.246.10.2458963.20.15051118915
dc.converis.publication-id176862422
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/176862422
dc.date.accessioned2025-08-28T01:23:59Z
dc.date.available2025-08-28T01:23:59Z
dc.description.abstract<p>This chapter analyses the representations of culture and religion in <em>Crusader Kings II</em>, a digital game developed by the Swedish developer Paradox Development Studio and published by Paradox Interactive. The main focus is on the ways in which the game system (including the game rules, graphical representation and naming of game concepts) works to produce an effect and a feel of particular cultures and religions in a medieval setting, and how digital games should be approached as cultural products. Special attention is paid to representations of Northern Europe.</p><p>The central argument is that through a process of ‘particularisation’, which is at some points superficial, apparently different cultures and religions are represented as fundamentally similar. This type of particularisation not only results from the programming paradigm the game engine builds on, but especially from the cultural presuppositions and metamedievalist conceptions held by the game designers, which lead to quite different areas and populations being moulded to follow similar paths of development. These presuppositions and conceptions include the projection of modern national states – along with other contrafactual or modern reconstructed entities, such as a medieval ‘Kingdom of Finland’ or neopagan groups – on the past, as well as the so-called world religions paradigm. As part of the contemporary popular cultural medieval imaginary, the game provides a platform for imagining the origins of the present religio-cultural situation, alternative historical developments, and religious and cultural change in general.</p><p>The article thinks what kinds of possibilities the game, as part of the contemporary popular cultural medieval imaginary, offers for imagining the origins of present religio-cultural situation, alternative historical developments, and religious and cultural change in general. As such, the game as a cultural product, is discussed in relation to ways of representing cultural and religious differences, world religions paradigm and <em>medievalism</em>.</p>
dc.format.pagerange137
dc.format.pagerange151
dc.identifier.eisbn978-1-3502-3290-7
dc.identifier.isbn978-1-3502-3288-4
dc.identifier.olddbid207495
dc.identifier.oldhandle10024/190522
dc.identifier.urihttps://www.utupub.fi/handle/11111/51731
dc.identifier.urlhttp://dx.doi.org/10.5040/9781350232921.0016
dc.identifier.urnURN:NBN:fi-fe2023041937535
dc.language.isoen
dc.okm.affiliatedauthorKyyrö, Jere
dc.okm.discipline615 History and archaeologyen_GB
dc.okm.discipline616 Other humanitiesen_GB
dc.okm.discipline615 Historia ja arkeologiafi_FI
dc.okm.discipline616 Muut humanistiset tieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA3 Book
dc.publisherBloomsbury Academic
dc.publisher.countryUnited Kingdomen_GB
dc.publisher.countryBritanniafi_FI
dc.publisher.country-codeGB
dc.publisher.isbn978-0-567;978-1-4081;978-1-4725;978-1-4742;978-1-78093;978-1-84966;978-1-5013;978-1-4411;978-0-85785;978-1-350;978-1-3500;978-1-5099;
dc.publisher.placeLondon
dc.relation.doi10.5040/9781350232921.0016
dc.relation.ispartofseriesNew Directions in Medieval Studies
dc.source.identifierhttps://www.utupub.fi/handle/10024/190522
dc.titleParticularizing the universal. Medievalist constructions of cultural and religious difference in Crusader Kings II
dc.title.bookMedievalism in Finland and Russia: Twentieth- and Twenty-First-Century Aspects
dc.year.issued2022

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