Popu­la­ri­sing the Middle Ages in Modern Fantasy. Neome­die­va­lism, Video Games, and Vikings (2026)

Abstract

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.

Link

See the volume on the publisher’s website here.

Citation

Larrington, Carolyne, Hans Rudolf Velten, and Helen Young (Eds.) (2026): Popularising the Middle Ages in Modern Fantasy. Neomedievalism, Video Games, and Vikings. Cambridge (Medievalism, 32).

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