Games And Gaming In Medieval Literature
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Author |
: Serina Patterson |
Publisher |
: Springer |
Total Pages |
: 252 |
Release |
: 2015-07-29 |
ISBN-10 |
: 9781137497529 |
ISBN-13 |
: 1137497521 |
Rating |
: 4/5 (29 Downloads) |
Synopsis Games and Gaming in Medieval Literature by : Serina Patterson
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.
Author |
: Serina Patterson |
Publisher |
: Springer |
Total Pages |
: 392 |
Release |
: 2015-07-29 |
ISBN-10 |
: 9781137497529 |
ISBN-13 |
: 1137497521 |
Rating |
: 4/5 (29 Downloads) |
Synopsis Games and Gaming in Medieval Literature by : Serina Patterson
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.
Author |
: Daniel T. Kline |
Publisher |
: Routledge |
Total Pages |
: 330 |
Release |
: 2013-09-11 |
ISBN-10 |
: 9781136221828 |
ISBN-13 |
: 1136221824 |
Rating |
: 4/5 (28 Downloads) |
Synopsis Digital Gaming Re-imagines the Middle Ages by : Daniel T. Kline
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.
Author |
: Vanina Kopp |
Publisher |
: |
Total Pages |
: 356 |
Release |
: 2021-01-14 |
ISBN-10 |
: 2503588727 |
ISBN-13 |
: 9782503588728 |
Rating |
: 4/5 (27 Downloads) |
Synopsis Games and Visual Culture in the Middle Ages and the Renaissance by : Vanina Kopp
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.
Author |
: Serina Patterson |
Publisher |
: Springer |
Total Pages |
: 252 |
Release |
: 2015-07-29 |
ISBN-10 |
: 9781137497529 |
ISBN-13 |
: 1137497521 |
Rating |
: 4/5 (29 Downloads) |
Synopsis Games and Gaming in Medieval Literature by : Serina Patterson
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.
Author |
: Ann Elizabeth Moyer |
Publisher |
: University of Michigan Press |
Total Pages |
: 222 |
Release |
: 2001 |
ISBN-10 |
: 0472112287 |
ISBN-13 |
: 9780472112289 |
Rating |
: 4/5 (87 Downloads) |
Synopsis The Philosophers' Game by : Ann Elizabeth Moyer
An exploration of the history of a mathematical board game played in medieval and Renaissance Europe
Author |
: Tison Pugh |
Publisher |
: Bloomsbury Publishing |
Total Pages |
: 257 |
Release |
: 2022-09-22 |
ISBN-10 |
: 9781350269736 |
ISBN-13 |
: 1350269735 |
Rating |
: 4/5 (36 Downloads) |
Synopsis Teaching Games and Game Studies in the Literature Classroom by : Tison Pugh
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.
Author |
: Louise D'Arcens |
Publisher |
: Cambridge University Press |
Total Pages |
: 257 |
Release |
: 2016-03-10 |
ISBN-10 |
: 9781107086715 |
ISBN-13 |
: 110708671X |
Rating |
: 4/5 (15 Downloads) |
Synopsis The Cambridge Companion to Medievalism by : Louise D'Arcens
An introduction to medievalism offering a balance of accessibility and sophistication, with comprehensive overviews as well as detailed case studies.
Author |
: Gina Bloom |
Publisher |
: University of Michigan Press |
Total Pages |
: 305 |
Release |
: 2018-07-10 |
ISBN-10 |
: 9780472053810 |
ISBN-13 |
: 0472053817 |
Rating |
: 4/5 (10 Downloads) |
Synopsis Gaming the Stage by : Gina Bloom
Illuminates the fascinating, intertwined histories of games and the Early Modern theater
Author |
: Heather Blatt |
Publisher |
: Manchester University Press |
Total Pages |
: 354 |
Release |
: 2018-05-11 |
ISBN-10 |
: 9781526118011 |
ISBN-13 |
: 1526118017 |
Rating |
: 4/5 (11 Downloads) |
Synopsis Participatory reading in late-medieval England by : Heather Blatt
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.