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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

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.

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

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.

Playing the Middle Ages

Playing the Middle Ages PDF Author: Robert Houghton
Publisher: Bloomsbury Publishing
ISBN: 135024290X
Category : History
Languages : en
Pages : 289

Book Description
The Middle Ages have provided rich source material for physical and digital games from Dungeons and Dragons to Assassin's Creed. This volume addresses the many ways in which different formats and genre of games represent the period. It considers the restrictions placed on these representations by the mechanical and gameplay requirements of the medium and by audience expectations of these products and the period, highlighting innovative attempts to overcome these limitations through game design and play. Playing the Middle Ages considers a number of important and timely issues within the field including: one, the connection between medieval games and political nationalistic rhetoric; two, trends in the presentation of religion, warfare and other aspects of medieval society and their connection to modern culture; three, the problematic representations of race; and four, the place of gender and sexuality within these games and the broader gaming community. The book draws on the experience of a wide-ranging and international group of academics across disciplines and from games designers. Through this combination of expertise, it provides a unique perspective on the representation of the Middle Ages in modern games and drives key discussions in the fields of history and game design.

Drama, Play, and Game

Drama, Play, and Game PDF Author: Lawrence M. Clopper
Publisher: University of Chicago Press
ISBN: 0226110303
Category : Drama
Languages : en
Pages : 356

Book Description
How was it possible for drama, especially biblical representations, to appear in the Christian West given the church's condemnation of the theatrum of the ancient world?In a book with radical implications for the study of medieval literature, Lawrence Clopper resolves this perplexing question. Drama, Play, and Game demonstrates that the theatrum repudiated by medieval clerics was not "theater" as we understand the term today. Clopper contends that critics have misrepresented Western stage history because they have assumed that theatrum designates a place where drama is performed. While theatrum was thought of as a site of spectacle during the Middle Ages, the term was more closely connected with immodest behavior and lurid forms of festive culture. Clerics were not opposed to liturgical representations in churches, but they strove ardently to suppress May games, ludi, festivals, and liturgical parodies. Medieval drama, then, stemmed from a more vernacular tradition than previously acknowledged-one developed by England's laity outside the boundaries of clerical rule.

The Middle Ages

The Middle Ages PDF Author: Eleanor Janega
Publisher: Icon Books
ISBN: 1785785923
Category : Comics & Graphic Novels
Languages : en
Pages : 236

Book Description
A unique, illustrated book that will change the way you see medieval history The Middle Ages: A Graphic History busts the myth of the 'Dark Ages', shedding light on the medieval period's present-day relevance in a unique illustrated style. This history takes us through the rise and fall of empires, papacies, caliphates and kingdoms; through the violence and death of the Crusades, Viking raids, the Hundred Years War and the Plague; to the curious practices of monks, martyrs and iconoclasts. We'll see how the foundations of the modern West were established, influencing our art, cultures, religious practices and ways of thinking. And we'll explore the lives of those seen as 'Other' - women, Jews, homosexuals, lepers, sex workers and heretics. Join historian Eleanor Janega and illustrator Neil Max Emmanuel on a romp across continents and kingdoms as we discover the Middle Ages to be a time of huge change, inquiry and development - not unlike our own.

The Playful Middle Ages

The Playful Middle Ages PDF Author: Paul Hardwick
Publisher: Brepols Publishers
ISBN:
Category : Art and society
Languages : en
Pages : 268

Book Description
Medical Texts and Cultures of Northern Europe is a series which opens up a dedicated forum for comparative work on northern European medieval literature, history, and society and their significance in the modern world. It promotes dialogue between anglophone and continental medievalists and addresses the need for transcultural perspectives on Europe's medical origins in a way that is distinctive both in scope and in academic orientation. The focus is on the medical texts and cultures of the British Isles, northern and central mainland Europe, and Scandinavia. The chronological range of the series is from c. 800 AD to c. 1600 Each volume makes available to an international readership excellent new work, offering ways of readings texts, cultures, and institutions that speak to the contemporary world.

Read-Aloud Plays: Explorers

Read-Aloud Plays: Explorers PDF Author: Jeanette Sanderson
Publisher: Scholastic Inc.
ISBN: 9780439251815
Category : Education
Languages : fr
Pages : 68

Book Description
Bring history to life with these five exciting read-aloud plays. You'll find a play, background information, activities, and writing and discussion prompts on five explorers who helped shape our history: Christopher Columbus, Leif Eriksson, Cabeza de Vaca, Hernando de Soto, and Sieur de La Salle. The plays are perfect for struggling readers. For use with Grades 4-8.

Shakespeare and the Middle Ages

Shakespeare and the Middle Ages PDF Author: Martha W. Driver
Publisher: McFarland
ISBN: 0786491655
Category : Literary Criticism
Languages : en
Pages : 284

Book Description
Every generation reinvents Shakespeare for its own needs, imagining through its particular choices and emphases the Shakespeare that it values. The man himself was deeply involved in his own kind of historical reimagining. This collection of essays examines the playwright’s medieval sources and inspiration, and how they shaped his works. With a foreword by Michael Almereyda (director of the Hamlet starring Ethan Hawke) and dramaturge Dakin Matthews, these thirteen essays analyze the ways in which our modern understanding of medieval life has been influenced by our appreciation of Shakespeare’s plays.

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

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.

Power Play

Power Play PDF Author: Jenny Adams
Publisher: University of Pennsylvania Press
ISBN: 0812201043
Category : Literary Criticism
Languages : en
Pages : 265

Book Description
The game of chess reached western Europe by the year 1000, and within several generations it had become one of the most popular pastimes ever. Both men and women, and even priests played the game despite the Catholic Church's repeated prohibitions. Characters in countless romances, chansons de geste, and moral tales of the eleventh through twelfth centuries also played chess, which often symbolized romantic attraction or sexual consummation. In Power Play, Jenny Adams looks to medieval literary representations to ask what they can tell us both about the ways the game changed as it was naturalized in the West and about the society these changes reflected. In its Western form, chess featured a queen rather than a counselor, a judge or bishop rather than an elephant, a knight rather than a horse; in some manifestations, even the pawns were differentiated into artisans, farmers, and tradespeople with discrete identities. Power Play is the first book to ask why chess became so popular so quickly, why its pieces were altered, and what the consequences of these changes were. More than pleasure was at stake, Adams contends. As allegorists and political theorists connected the moves of the pieces to their real-life counterparts, chess took on important symbolic power. For these writers and others, the game provided a means to figure both human interactions and institutions, to envision a civic order not necessarily dominated by a king, and to imagine a society whose members acted in concert, bound together by contractual and economic ties. The pieces on the chessboard were more than subjects; they were individuals, playing by the rules.

Book of Beasts

Book of Beasts PDF Author: Elizabeth Morrison
Publisher: Getty Publications
ISBN: 1606065904
Category : ART
Languages : en
Pages : 356

Book Description
A celebration of the visual contributions of the bestiary--one of the most popular types of illuminated books during the Middle Ages--and an exploration of its lasting legacy. Brimming with lively animals both real and fantastic, the bestiary was one of the great illuminated manuscript traditions of the Middle Ages. Encompassing imaginary creatures such as the unicorn, siren, and griffin; exotic beasts including the tiger, elephant, and ape; as well as animals native to Europe like the beaver, dog, and hedgehog, the bestiary is a vibrant testimony to the medieval understanding of animals and their role in the world. So iconic were the stories and images of the bestiary that its beasts essentially escaped from the pages, appearing in a wide variety of manuscripts and other objects, including tapestries, ivories, metalwork, and sculpture. With over 270 color illustrations and contributions by twenty-five leading scholars, this gorgeous volume explores the bestiary and its widespread influence on medieval art and culture as well as on modern and contemporary artists like Pablo Picasso and Damien Hirst. Published to accompany an exhibition on view at the J. Paul Getty Museum at the Getty Center May 14 to August 18, 2019.