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Games and Gaming in Early Modern Drama

Games and Gaming in Early Modern Drama
Author: Caroline Baird
Publisher: Springer Nature
Total Pages: 296
Release: 2020-10-24
Genre: Literary Criticism
ISBN: 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.


Gaming the Stage

Gaming the Stage
Author: Gina Bloom
Publisher: University of Michigan Press
Total Pages: 305
Release: 2018-07-10
Genre: Literary Criticism
ISBN: 0472053817

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Rich connections between gaming and theater stretch back to the 16th and 17th centuries, when England's first commercial theaters appeared right next door to gaming houses and blood-sport arenas. In the first book-length exploration of gaming in the early modern period, Gina Bloom shows that theaters succeeded in London's new entertainment marketplace largely because watching a play and playing a game were similar experiences. Audiences did not just see a play; they were encouraged to play the play, and knowledge of gaming helped them become better theatergoers. Examining dramas written for these theaters alongside evidence of analog games popular then and today, Bloom argues for games as theatrical media and theater as an interactive gaming technology. Gaming the Stage also introduces a new archive for game studies: scenes of onstage gaming, which appear at climactic moments in dramatic literature. Bloom reveals plays to be systems of information for theater spectators: games of withholding, divulging, speculating, and wagering on knowledge. Her book breaks new ground through examinations of plays such as The Tempest, Arden of Faversham, A Woman Killed with Kindness, and A Game at Chess; the histories of familiar games such as cards, backgammon, and chess; less familiar ones, like Game of the Goose; and even a mixed-reality theater videogame.


Boy Actors in Early Modern England

Boy Actors in Early Modern England
Author: Harry R. McCarthy
Publisher: Cambridge University Press
Total Pages: 263
Release: 2022-09-01
Genre: Literary Criticism
ISBN: 1009116584

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Boy Actors in Early Modern England: Skill and Stagecraft in the Theatre provides a new approach to the study of early modern boy actors, offering a historical re-appraisal of these performers' physical skills in order to reassess their wide-reaching contribution to early modern theatrical culture. Ranging across drama performed from the 1580s to the 1630s by all-boy and adult companies alike, the book argues that the exuberant physicality fostered in boy performers across the early modern repertory shaped not only their own performances, but how and why plays were written for them in the first place. Harry R. McCarthy's ground-breaking approach to boy performance draws on detailed analysis of a wide range of plays, thorough interrogation of the cultural contexts in which they were written and performed, and present-day practice-based research, offering a critical reimagining of this important and unique facet of early modern theatrical culture.


Early Modern Theatricality

Early Modern Theatricality
Author: Henry S. Turner
Publisher: Oxford University Press, USA
Total Pages: 637
Release: 2013-12
Genre: Drama
ISBN: 0199641358

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Early Modern Theatricality brings together some of the most innovative critics in the field to examine the many conventions that characterized early modern theatricality. It generates fresh possibilities for criticism, combining historical, formal, and philosophical questions, in order to provoke our rediscovery of early modern drama.


Games and War in Early Modern English Literature

Games and War in Early Modern English Literature
Author: Jim W. Daems
Publisher: Amsterdam University Press
Total Pages: 207
Release: 2019-08-14
Genre: History
ISBN: 9048544831

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This pioneering collection of nine original essays carves out a new conceptual path in the field by theorizing the ways in which the language of games and warfare inform and illuminate each other in the early modern cultural imagination. They consider how warfare and games are mapped onto each other in aesthetically and ideologically significant ways in the early modern plays, poetry or prose of William Shakespeare, Thomas Morton, John Milton, Margaret Cavendish, Aphra Behn, and Jonathan Swift, among others. Contributors interpret the terms 'war games' or 'games of war' broadly, freeing them to uncover the more complex and abstract interplay of war and games in the early modern mind, taking readers from the cockpits and clowns of Shakespearean drama, through the intriguing manuals of cryptographers and the ingenious literary wargames of Restoration women authors, to the witty but rancorous paper wars of the late seventeenth and early eighteenth centuries.


Playthings in Early Modernity

Playthings in Early Modernity
Author: Allison Levy
Publisher: Medieval Institute Publications
Total Pages: 354
Release: 2017-02-22
Genre: History
ISBN: 1580442617

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An innovative volume of fifteen interdisciplinary essays at the nexus of material culture, performance studies, and game theory, Playthings in Early Modernity emphasizes the rules of the game(s) as well as the breaking of those rules. Thus, the titular "plaything" is understood as both an object and a person, and play, in the early modern world, is treated not merely as a pastime, a leisurely pursuit, but as a pivotal part of daily life, a strategic psychosocial endeavor.


Games and Theatre Shakespeare's Englanhb

Games and Theatre Shakespeare's Englanhb
Author: Bloom BISHOP
Publisher:
Total Pages:
Release: 2021-08-23
Genre:
ISBN: 9789463723251

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- First edited collection to explore the intersection of games and early modern drama; - features prominent voices in early modern studies; - comprehensive analysis of the topic from multiple methodological perspectives, including historical studies, close readings of early modern plays, and study of contemporary videogame adaptations.


By the Numbers

By the Numbers
Author: Jessica Marie Otis
Publisher: Oxford University Press
Total Pages: 281
Release: 2024
Genre: Numeracy
ISBN: 0197608779

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"During the sixteenth and seventeenth centuries, English numerical practices underwent a complex transformation with wide-ranging impacts on English society and modes of thought. At the beginning of the early modern period, English men and women believed that God had made humans universally numerate, although numbers were not central to their everyday lives. Over the next two centuries, rising literacy rates and the increasing availability of printed books revolutionized modes of arithmetical education, upended the balance between the multiple symbolic systems used to express popular numeracy, and contributed to a wider transformation in numbers as a technology of knowledge"--


Humorality in Early Modern Art, Material Culture, and Performance

Humorality in Early Modern Art, Material Culture, and Performance
Author: Amy Kenny
Publisher: Springer Nature
Total Pages: 207
Release: 2021-09-09
Genre: Literary Criticism
ISBN: 3030776182

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Humorality in Early Modern Art, Material Culture, and Performance seeks to address the representation of the humors from non-traditional, abstract, and materialist perspectives, considering the humorality of everyday objects, activities, and performance within the early modern period. To uncover how humoralism shapes textual, material, and aesthetic encounters for contemporary subjects in a broader sense than previous studies have pursued, the project brings together three principal areas of investigation: how the humoral body was evoked and embodied within the space of the early modern stage; how the materiality of an object can be understood as constructed within humoral discourse; and how individuals’ activities and pursuits can connote specific practices informed by humoralism. Across the book, contributors explore how diverse media and cultural practices are informed by humoralism. As a whole, the collection investigates alternative humoralities in order to illuminate both early modern works of art as well as the cultural moments of their production.


The Performance of Video Games

The Performance of Video Games
Author: Kelly I. Aliano
Publisher: McFarland
Total Pages: 231
Release: 2022-10-27
Genre: Games & Activities
ISBN: 1476685495

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When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.