Walter Crist
Datos Biográficos
| ID | 277998 |
|---|---|
| NOMBRE | Walter Crist |
| NOMBRES | Walter |
| APELLIDO | Crist |
| FIRMA | CRIST W |
| AFILIACIONES | Maastricht University |
| ORCID | 0000-0002-5460-9511 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 9 |
| TOTAL DE CITAS | 16 |
| TOTAL COMO AUTOR | 9 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2016 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2026 |
| ÍNDICE H | 2 |
Ludus Coriovalli
The history of games is obscured by our inability to recognise indicators of play in the archaeological record. Lines incised on a piece of rounded limestone found at the Roman site of Coriovallum in Heerlen, The Netherlands, evoke a board game yet do not reflect the grid of any game known today. Here, the results of use-wear analysis are used to inform artificial intelligence-driven simulations based on permutations of rules from historic Northe…
The Ludii Games Database
As commercial tabletop and video games become increasingly popular throughout the world, traditional board games are becoming a form of endangered intangible cultural heritage, and in many places what were once widely played games have largely been abandoned. The Digital Ludeme Project applies artificial intelligence and computational techniques to the incompletely documented rules of traditional board games from 3500 BCE until the present to hel…
Herding with the Hounds
The game of fifty-eight holes is one of the longest recognized games of antiquity, but also one of the least understood. New evidence from the Caspian littoral points to an early adoption of the game by Middle Bronze Age seasonally pastoral cattle herders in the late third millennium and early second millennium bc . Six boards bearing this game's distinct pattern were found at sites on the Abşeron Peninsula and Gobustan Reserve in Azerbaijan. The…
The Digital Ludeme Project
Archaeologists and computer scientists have both studied board games since the early days of their fields. Early archaeologists had an interest in identifying ways of playing the games of antiquity, and they applied diffusionist models fashionable at the time to trace the development of games from antiquity to the games played in nineteenth century Europe and North America. In time, a huge amount of data on ancient games was collected, and in the…
Fun in ruins
An abstract is not available for this content. As you have access to this content, full HTML content is provided on this page. A PDF of this content is also available in through the ‘Save PDF’ action button
Debunking the Diffusion of Senet
Senet—perhaps the most famous of all the games of antiquity—has captured the imagination of scholars and lay people alike. Recognized as a game played by the Egyptians since the beginnings of archaeological research, and one of the first ancient games to be recognized outside of Greek and Roman texts, it has been one of the most discussed games of antiquity both in academia and in popular media. Nevertheless, understanding of this game remains in…
Passing from the Middle to the New Kingdom
Egyptian senet boards follow a very consistent morphology that varies in small but notable ways throughout the 2000-year history of the game. A previously unpublished board, in the Rosicrucian Egyptian Museum in San Jose, California, may provide new insight into the evolution of the game in the early New Kingdom. A game table with markings distinctive of the Thutmoside Period, but oriented like Middle Kingdom and Seventeenth Dynasty boards, it is…
Playing against complexity
Facilitating Interaction
This re‐evaluation of existing data on board games from the Near Eastern Bronze Age demonstrates their function as social lubricants in cross‐cultural interaction. Board games are situated theoretically as liminoid practices, which lie outside the bounds of normative social behaviour and allow for interaction across social boundaries. Utilizing double‐sided game boards, with an indigenous game on one side and a newly introduced game on the other,…
Facilitating Interaction
This re‐evaluation of existing data on board games from the Near Eastern Bronze Age demonstrates their function as social lubricants in cross‐cultural interaction. Board games are situated theoretically as liminoid practices, which lie outside the bounds of normative social behaviour and allow for interaction across social boundaries. Utilizing double‐sided game boards, with an indigenous game on one side and a newly introduced game on the other,…
Playing against complexity
Fun in ruins
An abstract is not available for this content. As you have access to this content, full HTML content is provided on this page. A PDF of this content is also available in through the ‘Save PDF’ action button
Facilitating Interaction
This re‐evaluation of existing data on board games from the Near Eastern Bronze Age demonstrates their function as social lubricants in cross‐cultural interaction. Board games are situated theoretically as liminoid practices, which lie outside the bounds of normative social behaviour and allow for interaction across social boundaries. Utilizing double‐sided game boards, with an indigenous game on one side and a newly introduced game on the other,…
Passing from the Middle to the New Kingdom
Egyptian senet boards follow a very consistent morphology that varies in small but notable ways throughout the 2000-year history of the game. A previously unpublished board, in the Rosicrucian Egyptian Museum in San Jose, California, may provide new insight into the evolution of the game in the early New Kingdom. A game table with markings distinctive of the Thutmoside Period, but oriented like Middle Kingdom and Seventeenth Dynasty boards, it is…
Playing against complexity
Debunking the Diffusion of Senet
Senet—perhaps the most famous of all the games of antiquity—has captured the imagination of scholars and lay people alike. Recognized as a game played by the Egyptians since the beginnings of archaeological research, and one of the first ancient games to be recognized outside of Greek and Roman texts, it has been one of the most discussed games of antiquity both in academia and in popular media. Nevertheless, understanding of this game remains in…
The Digital Ludeme Project
Archaeologists and computer scientists have both studied board games since the early days of their fields. Early archaeologists had an interest in identifying ways of playing the games of antiquity, and they applied diffusionist models fashionable at the time to trace the development of games from antiquity to the games played in nineteenth century Europe and North America. In time, a huge amount of data on ancient games was collected, and in the…
Fun in ruins
An abstract is not available for this content. As you have access to this content, full HTML content is provided on this page. A PDF of this content is also available in through the ‘Save PDF’ action button
The Ludii Games Database
As commercial tabletop and video games become increasingly popular throughout the world, traditional board games are becoming a form of endangered intangible cultural heritage, and in many places what were once widely played games have largely been abandoned. The Digital Ludeme Project applies artificial intelligence and computational techniques to the incompletely documented rules of traditional board games from 3500 BCE until the present to hel…
Herding with the Hounds
The game of fifty-eight holes is one of the longest recognized games of antiquity, but also one of the least understood. New evidence from the Caspian littoral points to an early adoption of the game by Middle Bronze Age seasonally pastoral cattle herders in the late third millennium and early second millennium bc . Six boards bearing this game's distinct pattern were found at sites on the Abşeron Peninsula and Gobustan Reserve in Azerbaijan. The…
Ludus Coriovalli
The history of games is obscured by our inability to recognise indicators of play in the archaeological record. Lines incised on a piece of rounded limestone found at the Roman site of Coriovallum in Heerlen, The Netherlands, evoke a board game yet do not reflect the grid of any game known today. Here, the results of use-wear analysis are used to inform artificial intelligence-driven simulations based on permutations of rules from historic Northe…
Archaeology (6 obras) · History (6 obras) · Ancient Egypt and Archaeology (4 obras) · Art (4 obras) · Historical, Religious, and Philosophical Studies (4 obras) · History (4 obras) · Artificial Intelligence in Games (3 obras) · Computer Science (3 obras) · Sociology (3 obras) · Ancient Near East History (2 obras)