Games and Gaming in Medieval Literature

Games and Gaming in Medieval Literature

Author: Serina Patterson

Publisher: Springer

Published: 2015-07-29

Total Pages: 392

ISBN-13: 1137497521

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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

Author: Daniel T. Kline

Publisher: Routledge

Published: 2013-09-11

Total Pages: 330

ISBN-13: 1136221824

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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

Author: Vanina Kopp

Publisher:

Published: 2021-01-14

Total Pages: 356

ISBN-13: 9782503588728

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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.


Sword and Play

Sword and Play

Author: Elizabeth Bernhardt

Publisher:

Published: 2014

Total Pages: 200

ISBN-13:

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In works of fantasy literature, mortals and magical creatures often interact by playing games with one another. These gaming scenarios serve as a means for the protagonist to acquire magic. However, after gaining magic, these characters must either turn evil or treat magical ability as ordinary. This may seem a little unusual: if mortal characters want magic so badly, then why are they not allowed to enjoy it? However, the ambivalent response of mortals to magic actually stems from the origins of the fantasy game. Fantasy games began in medieval literature, and the violence valued in these early texts continues to influence the interaction of humans with magic. This thesis examines how game scenarios in modern and medieval fantasy literature interact with tropes of violence from early texts. While many games in fantasy books attempt to question violence, the characters' struggle with magical creatures means that war-like behavior continues in the text. Fantasy literature has tried to change the gaming scenario and avoid violence by using magical main characters and by changing the rules of the gaming scenario. These attempts to reconcile magic and humanity, however, are often unsuccesful. Fantasy worlds continue to choose either the world of magic or humanity. To truly question violence and overcome the legacy of strife in fantasy literature, games in fantasy literature should attempt to meld these two opposing worlds through unique and new ways of game playing.


Teaching Games and Game Studies in the Literature Classroom

Teaching Games and Game Studies in the Literature Classroom

Author: Tison Pugh

Publisher: Bloomsbury Publishing

Published: 2022-09-22

Total Pages: 257

ISBN-13: 1350269735

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Teaching Games and Game Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology. They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is grounded in theory but focuses on practical applications to develop students' critical thinking skills and intercultural competence through both digital and analog gameful approaches.


The Philosophers' Game

The Philosophers' Game

Author: Ann Elizabeth Moyer

Publisher: University of Michigan Press

Published: 2001

Total Pages: 222

ISBN-13: 9780472112289

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An exploration of the history of a mathematical board game played in medieval and Renaissance Europe


The Cambridge Companion to Medievalism

The Cambridge Companion to Medievalism

Author: Louise D'Arcens

Publisher: Cambridge University Press

Published: 2016-03-10

Total Pages: 257

ISBN-13: 110708671X

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


The Encyclopedia of Medieval Literature in Britain, 4 Volume Set

The Encyclopedia of Medieval Literature in Britain, 4 Volume Set

Author: Sian Echard

Publisher: John Wiley & Sons

Published: 2017-08-07

Total Pages: 2102

ISBN-13: 1118396987

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The Encyclopedia of Medieval Literature in Britain vereint erstmals wissenschaftliche Erkenntnisse zu Multilingualität und Interkulturalität im mittelalterlichen Britannien und bietet mehr als 600 fundierte Einträge zu Schlüsselpersonen, Zusammenhängen und Einflüssen in der Literatur vom fünften bis sechzehnten Jahrhundert. - Einzigartiger multilingualer, interkultureller Ansatz und die neuesten wissenschaftlichen Erkenntnisse. Das gesamte Mittelalter und die Bandbreite literarischer Sprachen werden abgedeckt. - Über 600 fundierte, verständliche Einträge zu Schlüsselpersonen, Texten, kritischen Debatten, Methoden, kulturellen Zusammenhängen sowie verwandte Terminologie. - Repräsentiert die gesamte Literatur der Britischen Inseln, einschließlich Alt- und Mittelenglisch, das frühe Schottland, die Anglonormannen, Nordisch, Latein und Französisch in Britannien, die keltische Literatur in Wales, Irland, Schottland und Cornwall. - Beeindruckende chronologische Darstellung, von der Invasion der Sachsen bis zum 5. Jahrhundert und weiter bis zum Übergang zur frühen Moderne im 16. Jahrhundert. - Beleuchtet die Überbleibsel mittelalterlicher britischer Literatur, darunter auch Manuskripte und frühe Drucke, literarische Stätten und Zusammenhänge in puncto Herstellung, Leistung und Rezeption sowie erzählerische Transformation und intertextuelle Verbindungen in dieser Zeit.


Games and Gaming in Early Modern Drama

Games and Gaming in Early Modern Drama

Author: Caroline Baird

Publisher: Springer Nature

Published: 2020-10-24

Total Pages: 296

ISBN-13: 3030508579

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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

Author: Heather Blatt

Publisher: Manchester University Press

Published: 2018-05-11

Total Pages: 323

ISBN-13: 1526118017

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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.