Games and Gaming in Medieval Literature

Games and Gaming in Medieval Literature PDF Author: Serina Patterson
Publisher: Springer
ISBN: 1137497521
Category : Literary Criticism
Languages : en
Pages : 252

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Book Description
The first-of-its-kind, Games and Gaming in Medieval Literature explores the depth and breadth of games in medieval literature and culture. Chapters span from the twelfth to the sixteenth centuries, and cover England, France, Denmark, Poland, and Spain, re-examining medieval games in diverse social settings such as the church, court, and household.

Games and Gaming in Medieval Literature

Games and Gaming in Medieval Literature PDF Author: Serina Patterson
Publisher: Springer
ISBN: 1137497521
Category : Literary Criticism
Languages : en
Pages : 252

Get Book Here

Book Description
The first-of-its-kind, Games and Gaming in Medieval Literature explores the depth and breadth of games in medieval literature and culture. Chapters span from the twelfth to the sixteenth centuries, and cover England, France, Denmark, Poland, and Spain, re-examining medieval games in diverse social settings such as the church, court, and household.

Games and Gaming in Medieval Literature

Games and Gaming in Medieval Literature PDF Author: Serina Patterson
Publisher: Springer
ISBN: 1137497521
Category : Literary Criticism
Languages : en
Pages : 392

Get Book Here

Book Description
The first-of-its-kind, Games and Gaming in Medieval Literature explores the depth and breadth of games in medieval literature and culture. Chapters span from the twelfth to the sixteenth centuries, and cover England, France, Denmark, Poland, and Spain, re-examining medieval games in diverse social settings such as the church, court, and household.

Digital Gaming Re-imagines the Middle Ages

Digital Gaming Re-imagines the Middle Ages PDF Author: Daniel T. Kline
Publisher: Routledge
ISBN: 1136221824
Category : Games & Activities
Languages : en
Pages : 330

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Book Description
Digital gaming’s cultural significance is often minimized much in the same way that the Middle Ages are discounted as the backward and childish precursor to the modern period. Digital Gaming Reimagines the Middle Ages challenges both perceptions by examining how the Middle Ages have persisted into the contemporary world via digital games as well as analyzing how digital gaming translates, adapts, and remediates medieval stories, themes, characters, and tropes in interactive electronic environments. At the same time, the Middle Ages are reinterpreted according to contemporary concerns and conflicts, in all their complexity. Rather than a distinct time in the past, the Middle Ages form a space in which theory and narrative, gaming and textuality, identity and society are remediated and reimagined. Together, the essays demonstrate that while having its roots firmly in narrative traditions, neomedieval gaming—where neomedievalism no longer negotiates with any reality beyond itself and other medievalisms—creates cultural palimpsests, multiply-layered trans-temporal artifacts. Digital Gaming Re-imagines the Middle Ages demonstrates that the medieval is more than just a stockpile of historically static facts but is a living, subversive presence in contemporary culture.

Games and Visual Culture in the Middle Ages and the Renaissance

Games and Visual Culture in the Middle Ages and the Renaissance PDF Author: Vanina Kopp
Publisher:
ISBN: 9782503588728
Category :
Languages : en
Pages : 356

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Book Description
During the Middle Ages and the Renaissance, games were not an idle pastime, but were in fact important tools for exploring, transmitting, enhancing, subverting, and challenging social practices and their rules. Their study, through both visual and material sources, offers a unique insight into medieval and early modern gaming culture, shedding light not only on why, where, when, with whom and in what conditions and circumstances people played games, but also on the variety of interpretations that they had of games and play. Representations of games, and of artefacts associated with games, also often served to communicate complex ideas on topics that ranged from war to love, and from politics to theology.00This volume offers a particular focus onto the type of games that required little or no physical exertion and that, consequently, all people could enjoy, regardless of age, gender, status, occupation, or religion. The representations and artefacts discussed here by contributors, who come from varied disciplines including history, literary studies, art history, and archaeology, cover a wide geographical and chronological range, from Spain to Scandinavia to the Ottoman Turkey and from the early medieval period to the seventeenth century and beyond. Far from offering the ?last word? on the subject, it is hoped that this volume will encourage further studies.

Gaming the Stage

Gaming the Stage PDF Author: Gina Bloom
Publisher: University of Michigan Press
ISBN: 0472053817
Category : Games & Activities
Languages : en
Pages : 305

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Book Description
Illuminates the fascinating, intertwined histories of games and the Early Modern theater

The History of Video Games

The History of Video Games PDF Author: Charlie Fish
Publisher: White Owl
ISBN: 152677898X
Category : Technology & Engineering
Languages : en
Pages : 305

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Book Description
This book is a potted history of video games, telling all the rollercoaster stories of this fascinating young industry that’s now twice as big globally than the film and music industries combined. Each chapter explores the history of video games through a different lens, giving a uniquely well-rounded overview. Packed with pictures and stats, this book is for video gamers nostalgic for the good old days of gaming, and young gamers curious about how it all began. If you’ve ever enjoyed a video game, or you just want to see what all the fuss is about, this book is for you. There are stories about the experimental games of the 1950s and 1960s; the advent of home gaming in the 1970s; the explosion – and implosion – of arcade gaming in the 1980s; the console wars of the 1990s; the growth of online and mobile games in the 2000s; and we get right up to date with the 2010s, including such cultural phenomena as twitch.tv, the Gamergate scandal, and Fortnite. But rather than telling the whole story from beginning to end, each chapter covers the history of video games from a different angle: platforms and technology, people and personalities, companies and capitalism, gender and representation, culture, community, and finally the games themselves.

Medieval Writers and their Work

Medieval Writers and their Work PDF Author: J. A. Burrow
Publisher: OUP Oxford
ISBN: 0191037354
Category : Literary Criticism
Languages : en
Pages : 230

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Book Description
In an updated edition of his hugely successful student introduction to English literature from 1100 to 1500, J. A. Burrow takes account of scholarly developments in the the field, most notably devoting a final chapter to the impact of historicism on medieval studies. Full of information and stimulating ideas, and a pleasure to read, Burrow's book deals with circumstances of composition and reception, the main genres, 'modes of meaning' (allegory etc.), and medieval literature's afterlife in modern times. It shows that the literature of authors such as Chaucer, Gower, and Langland is more readily accessible than usually imagined, and well worth reading too. By placing medieval writers in their historical context - the four centuries between the Norman Conquest and the Renaissance - Professor Burrow explains not only how they wrote, but why.

The Cambridge Companion to Medievalism

The Cambridge Companion to Medievalism PDF Author: Louise D'Arcens
Publisher: Cambridge University Press
ISBN: 110708671X
Category : History
Languages : en
Pages : 257

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Book Description
An introduction to medievalism offering a balance of accessibility and sophistication, with comprehensive overviews as well as detailed case studies.

Games and Gaming in Early Modern Drama

Games and Gaming in Early Modern Drama PDF Author: Caroline Baird
Publisher: Springer Nature
ISBN: 3030508579
Category : Literary Criticism
Languages : en
Pages : 296

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Book Description
This book is a close taxonomic study of the pivotal role of games in early modern drama. The presence of the game motif has often been noticed, but this study, the most comprehensive of its kind, shows how games operate in more complex ways than simple metaphor and can be syntheses of emblem and dramatic device. Drawing on seventeenth-century treatises, including Francis Willughby’s Book of Games, which only became available in print in 2003, and divided into chapters on Dice, Cards, Tables (Backgammon), and Chess, the book brings back into focus the symbolism and divinatory origins of games. The work of more than ten dramatists is analysed, from the Shakespeare and Middleton canon to rarer plays such as The Spanish Curate, The Two Angry Women of Abington and The Cittie Gallant. Games and theatre share common ground in terms of performance, deceit, plotting, risk and chance, and the early modern playhouse provided apt conditions for vicarious play. From the romantic chase to the financial gamble, and in legal contest and war, the twenty-first century is still engaging the game. With its extensive appendices, the book will appeal to readers interested in period games and those teaching or studying early modern drama, including theatre producers, and awareness of the vocabulary of period games will allow further references to be understood in non-dramatic texts.

Participatory reading in late-medieval England

Participatory reading in late-medieval England PDF Author: Heather Blatt
Publisher: Manchester University Press
ISBN: 1526118017
Category : Literary Criticism
Languages : en
Pages : 354

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Book Description
This electronic version has been made available under a Creative Commons (BY-NC-ND) open access license. This book traces affinities between digital and medieval media, exploring how reading functioned as a nexus for concerns about increasing literacy, audiences’ agency, literary culture and media formats from the late fourteenth to the early sixteenth centuries. Drawing on a wide range of texts, from well-known poems of Chaucer and Lydgate to wall texts, banqueting poems and devotional works written by and for women, Participatory reading argues that making readers work offered writers ways to shape their reputations and the futures of their productions. At the same time, the interactive reading practices they promoted enabled audiences to contribute to – and contest – writers’ burgeoning authority, making books and reading work for everyone.