Medieval Fantasy as Performance

Medieval Fantasy as Performance

Author: Michael A. Cramer

Publisher: Rowman & Littlefield

Published: 2010

Total Pages: 230

ISBN-13: 0810869950

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In this book, Michael Cramer views the Society for Creative Anachronism (SCA), an organization that studies and recreates the middle ages, as a case study for a growing fascination with medieval fantasy in popular culture. He explores the act of medieval re-creation as performance by focusing on the SCA, describing the group's activities, investigating its place in popular culture, and looking at the SCA not so much as a historical society but as an on-going work of performance art; a postmodern counter-culture riff on what it means to be "medieval." Cramer examines the group's activities, from persona and character development to theatrical performance and personal interaction; from the complex official ceremonies to full contact armored combat with mock broadswords. He explores the SCA in detail to discover how its members adapt and employ ideas about the Middle Ages in performance, ritual reenactment, living history, and re-creation, analyzing the performance of identity through ritual, sport, drama, and personal interaction, and he focuses on the reconstruction of the medieval "king game," a game in which a mock king is chosen to reign over a mock court. The book also studies various ideas about medievalism, including the contrast between reenactment and re-creation, and places these activities in the context of contemporary American society. With three appendixes, a bibliography, and a selection of photos, Cramer demonstrates how and why medieval fantasy is increasingly used in popular culture and analyzes the dissatisfaction with contemporary culture that leads people into these realms of fantasy.


Spectacle and Public Performance in the Late Middle Ages and the Renaissance

Spectacle and Public Performance in the Late Middle Ages and the Renaissance

Author:

Publisher: BRILL

Published: 2006-04-01

Total Pages: 286

ISBN-13: 9047408802

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No volume about the spectacles and public performances of early modern England could pretend to treat comprehensively a body of materials so conspicuously vast. Rather than efforts to survey the territory, these essays are best understood in the original sense of the term as “essays”—as trials, attempts, experiments to open alternative ways of understanding that vast corpus of mystery plays, civic pageants, court masques and professional dramas that constitute its subject. The book crosses traditional period lines, including studies of Medieval as well as Renaissance entertainments. Once more, the essays are not organized according to a single critical or historical methodology. They employ an eclectic range of interpretive practices, reflecting the variety of interpretive approaches now current in the field. Contributors include: Tiffany J. Alkan, Robert W. Barrett, Jr., Sarah Beckwith, Tom Bishop, Peter Cockett, Richard K. Emmerson, Peter Holland, Nora Johnson, Richard C. McCoy, Lauren Shohet, and Robert E. Stillman.


Hild

Hild

Author: Nicola Griffith

Publisher: Macmillan

Published: 2013-11-12

Total Pages: 559

ISBN-13: 0374280878

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Daughter of a poisoned prince and a crafty noblewoman, quiet, bright-minded Hild arrives at the court of King Edwin of Northumbria, where the six-year-old takes on the role of seer/consiglieri for a monarch troubled by shifting allegiances and Roman emissaries attempting to spread their new religion.


A Feast for the Eyes

A Feast for the Eyes

Author: Christina Normore

Publisher: University of Chicago Press

Published: 2015-05

Total Pages: 274

ISBN-13: 022624220X

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"A Feast for the Eyes is the first book-length study of the court banquets of northwestern Europe in the fourteenth and fifteenth centuries"--Jacket.


The Fantasy of the Middle Ages

The Fantasy of the Middle Ages

Author: Larisa Grollemond

Publisher: Getty Publications

Published: 2022-07-19

Total Pages: 150

ISBN-13: 1606067583

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This abundantly illustrated book is an illuminating exploration of the impact of medieval imagery on three hundred years of visual culture. From the soaring castles of Sleeping Beauty to the bloody battles of Game of Thrones, from Middle-earth in The Lord of the Rings to mythical beasts in Dungeons & Dragons, and from Medieval Times to the Renaissance Faire, the Middle Ages have inspired artists, playwrights, filmmakers, gamers, and writers for centuries. Indeed, no other historical era has captured the imaginations of so many creators. This volume aims to uncover the many reasons why the Middle Ages have proven so flexible—and applicable—to a variety of modern moments from the eighteenth through the twenty-first century. These “medieval” worlds are often the perfect ground for exploring contemporary cultural concerns and anxieties, saying much more about the time and place in which they were created than they do about the actual conditions of the medieval period. With over 140 color illustrations, from sources ranging from thirteenth-century illuminated manuscripts to contemporary films and video games, and a preface by Game of Thrones costume designer Michele Clapton, The Fantasy of the Middle Ages will surprise and delight both enthusiasts and scholars. This title is published to accompany an exhibition at the J. Paul Getty Museum at the Getty Center from June 21–September 11, 2022.


Music in Films on the Middle Ages

Music in Films on the Middle Ages

Author: John Haines

Publisher: Routledge

Published: 2013-10-30

Total Pages: 248

ISBN-13: 1135927693

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This book explores the role of music in the some five hundred feature-length films on the Middle Ages produced between the late 1890s and the present day. Haines focuses on the tension in these films between the surviving evidence for medieval music and the idiomatic tradition of cinematic music. The latter is taken broadly as any musical sound occurring in a film, from the clang of a bell off-screen to a minstrel singing his song. Medieval film music must be considered in the broader historical context of pre-cinematic medievalisms and of medievalist cinema’s main development in the course of the twentieth century as an American appropriation of European culture. The book treats six pervasive moments that define the genre of medieval film: the church-tower bell, the trumpet fanfare or horn call, the music of banquets and courts, the singing minstrel, performances of Gregorian chant, and the music that accompanies horse-riding knights, with each chapter visiting representative films as case studies. These six signal musical moments, that create a fundamental visual-aural core central to making a film feel medieval to modern audiences, originate in medievalist works predating cinema by some three centuries.


A City Dreaming

A City Dreaming

Author: Daniel Polansky

Publisher: Simon and Schuster

Published: 2016-10-04

Total Pages: 304

ISBN-13: 1682450384

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A powerful magician returns to New York City and reluctantly finds himself in the middle of a war between the city’s two most powerful witches. “It would help if you did not think of it as magic. M certainly had long ceased to do so.” M is an ageless drifter with a sharp tongue, few scruples, and the ability to bend reality to his will, ever so slightly. He’s come back to New York City after a long absence, and though he’d much rather spend his days drinking artisanal beer in his favorite local bar, his old friends—and his enemies—have other plans for him. One night M might find himself squaring off against the pirates who cruise the Gowanus Canal; another night sees him at a fashionable uptown charity auction where the waitstaff are all zombies. A subway ride through the inner circles of hell? In M’s world, that’s practically a pleasant diversion. Before too long, M realizes he’s landed in the middle of a power struggle between Celise, the elegant White Queen of Manhattan, and Abilene, Brooklyn’s hip, free-spirited Red Queen, a rivalry that threatens to make New York go the way of Atlantis. To stop it, M will have to call in every favor, waste every charm, and blow every spell he’s ever acquired—he might even have to get out of bed before noon. Enter a world of Wall Street wolves, slumming scenesters, desperate artists, drug-induced divinities, pocket steampunk universes, and demonic coffee shops. M’s New York, the infinite nexus of the universe, really is a city that never sleeps—but is always dreaming.


The Fantasy Role-Playing Game

The Fantasy Role-Playing Game

Author: Daniel Mackay

Publisher: McFarland

Published: 2017-08-11

Total Pages: 216

ISBN-13: 0786450479

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Many of today's hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nuk'em), beating the toughest level (Mortal Kombat), collecting all the cards (Pokemon), and scoring the most points (Tetris). Fantasy role-playing games (Dungeons & Dragons, Rolemaster, GURPS), while they may involve some of those aforementioned elements, rarely focus on them. Instead, playing a fantasy role-playing game is much like acting out a scene from a play, movie or book, only without a predefined script. Players take on such roles as wise wizards, noble knights, roguish sellswords, crafty hobbits, greedy dwarves, and anything else one can imagine and the referee allows. The players don't exactly compete; instead, they interact with each other and with the fantasy setting. The game is played orally with no game board, and although the referee usually has a storyline planned for a game, much of the action is impromptu. Performance is a major part of role-playing, and role-playing games as a performing art is the subject of this book, which attempts to introduce an appreciation for the performance aesthetics of such games. The author provides the framework for a critical model useful in understanding the art--especially in terms of aesthetics--of role-playing games. The book also serves as a contribution to the beginnings of a body of criticism, theory, and aesthetics analysis of a mostly unrecognized and newly developing art form. There are four parts: the cultural structure, the extent to which the game relates to outside cultural elements; the formal structure, or the rules of the game; the social structure, which encompasses the degree and quality of social interaction among players; and the aesthetic structure, concerned with the emergence of role-playing as an art form.


Viking Heritage and History in Europe

Viking Heritage and History in Europe

Author: Sara Ellis Nilsson

Publisher: Taylor & Francis

Published: 2024-03-06

Total Pages: 243

ISBN-13: 1003861482

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Viking Heritage and History in Europe presents new research and perspectives on the use of the Vikings in public history, especially in relation to museums, re-creation, and re-enactment in a European context. Taking a critical heritage approach, the volume provides new insights into the re-creation of history, imagining the past, interpretation, ambivalence of authenticity, authority of History, remembrance and memory, medievalism, and public history. Highlighting the complexity of the field of public history today, the fourteen chapters all engage with questions of historical authenticity and authority. The volume also critically examines the public’s reception, engagement with, and interpretation of the Viking Age and the concepts of who these individuals were. Each chapter illuminates an aspect of these themes in relation to museums, leisure activities, politics, tourism, re-enactment, and popular culture – all from the vantage point of Viking cultural heritage. Viking Heritage and History in Europe is one of the first volumes to examine the use and role of the Vikings within the field of public history, both past and present. The book will be of interest to those engaged in the study of heritage, public history, history, the Vikings, vikingism, medievalism, and media history.


The Disney Middle Ages

The Disney Middle Ages

Author: T. Pugh

Publisher: Springer

Published: 2012-12-10

Total Pages: 473

ISBN-13: 113706692X

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For many, the middle ages depicted in Walt Disney movies have come to figure as the middle ages, forming the earliest visions of the medieval past for much of the contemporary Western (and increasingly Eastern) imagination. The essayists of The Disney Middle Ages explore Disney's mediation and re-creation of a fairy-tale and fantasy past, not to lament its exploitation of the middle ages for corporate ends, but to examine how and why these medieval visions prove so readily adaptable to themed entertainments many centuries after their creation. What results is a scrupulous and comprehensive examination of the intersection between the products of the Disney Corporation and popular culture's fascination with the middle ages.