Gaming the Stage : Playable Media and the Rise of English Commercial Theater /

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 th...

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Bibliographic Details
Main Author: Bloom, Gina (Author)
Format: Electronic eBook
Language:English
Published: Baltimore, Maryland : Project Muse, 2018
Series:Theater--theory/text/performance.
Book collections on Project MUSE.
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Online Access:Full text available:
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040 |a MdBmJHUP  |c MdBmJHUP 
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050 4 |a PN2590.G36  |b B564 2018 
100 1 |a Bloom, Gina,  |e author. 
245 1 0 |a Gaming the Stage :   |b Playable Media and the Rise of English Commercial Theater /   |c Gina Bloom. 
264 1 |a Baltimore, Maryland :  |b Project Muse,  |c 2018 
264 3 |a Baltimore, Md. :  |b Project MUSE,   |c 2018 
264 4 |c ©2018 
300 |a 1 online resource (304 pages):   |b color illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 0 |a Theater: theory/text/performance 
500 |a Issued as part of book collections on Project MUSE. 
504 |a Includes bibliographical references (pages 245-265) and index. 
505 0 |a Gaming history -- Cards : imperfect information and male friendship -- Backgammon : space and scopic dominance -- Chess : performative history and dynastic marriage. 
506 0 |a Open Access  |f Unrestricted online access  |2 star 
520 |a 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. 
588 |a Description based on print version record. 
650 0 |a Games in the theater  |z England  |x History. 
650 0 |a Theater  |z England  |x History  |y 17th century. 
650 0 |a Theater  |z England  |x History  |y 16th century. 
655 7 |a Electronic books.   |2 local 
710 2 |a Project Muse,  |e distributor. 
776 1 8 |i Print version:  |z 0472073818  |z 9780472073818 
710 2 |a Project Muse.  |e distributor 
830 0 |a Theater--theory/text/performance. 
830 0 |a Book collections on Project MUSE. 
856 4 0 |z Full text available:   |u https://muse.jhu.edu/book/59246/ 
945 |a Project MUSE - 2018 Complete 
945 |a Project MUSE - 2018 Film, Theater and Performing Arts 
999 |c 232024  |d 232023