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2020 | Buch

Games and Gaming in Early Modern Drama

Stakes and Hazards

insite
SUCHEN

Über dieses Buch

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.

Inhaltsverzeichnis

Frontmatter
Chapter 1. Introduction
Abstract
This introductory chapter provides background to the widespread popularity of games and the ludic milieu of the early modern period. It explains that the earliest evidence of European games comes from records of their prohibition and that, in consequence, at the most basic level, reference to a game is a signal of error. The chapter outlines the further features of games which enable them to allegorize life and illustrate society’s commonplace—and not so commonplace—games, from the romantic chase to the financial gamble and legal contest, and even war. The chapter reviews existing literature on games in drama and establishes the study’s taxonomic approach as well as the parallels between games and theatre and why the early modern playhouse encourages vicarious play.
Caroline Baird
Chapter 2. Games in Early Modern Culture
Abstract
This chapter provides a survey of the cultural significance of games in early modern England, including their historical beginnings and symbolism, their central importance to humanity and the relationship between gaming and risk theory that developed in the seventeenth century. It identifies the pivotal role of the court in gaming and the widespread passion for games and sets out the study’s diverse primary sources. Towards the end of the chapter an overview of the theatrical landscape treats some of the plays listed in appendices, speculates on some lost plays and affords a brief mention to more physical games, Tennis and Barley-break, that cannot be discussed fully in this taxonomy. The chapter concludes by setting out the defining characteristics of each game type.
Caroline Baird
Chapter 3. DICE: The Roll/Role of Chance and Luck
Abstract
Dicing, the paradigmatic contract with chance, is synonymous with gaming (now more usually called gambling). With levels of bets frequently high, dicing performs particularly well as an emblem of the vices of prodigality, mendacity and greed. In addition, all the plays in which dice games occur follow a pattern of swift and unexpected reversal of fortune or luck in the final twist of the plot, reflecting the precarious position of the dicing gamester in this zero-sum contest. Texts include two city comedies, Middleton’s Michaelmas Term and Heywood’s The Wise-woman of Hogsdon (1604), both of which feature an early dicing which reflects the respective themes, and Kyd’s tragedy, Soliman and Perseda (1592). Here Mumchance, a game played in silence, becomes a motif of the entire play.
Caroline Baird
Chapter 4. CARDS: Face Cards, Rules and Secrecy
Abstract
Cards, games of ‘imperfect information’, signal secrecy and ambush. This chapter explains the portraiture facility of ‘coat’ or ‘face’ cards and how the hearts suit presents dramatists with an emblem for plots relating to love. The offstage game in the early Gammer Gurton’s Needle is briefly discussed offering a contrast with the more dramatically exciting staged games of later dramatists. In John Cooke’s Greene’s Tu Quoque Or The Cittie Gallant the characteristics of Gleek—its bluffing and requirement for three players—reflect the play’s triangular relationships and denouement, whilst in Middleton’s Your Five Gallants a character is named after Primero, a popular forerunner of poker. The motifs of heart and hand are particularly prevalent in the domestic tragedy, A Woman Killed with Kindness.
Caroline Baird
Chapter 5. TABLES: Backgammon and Race Games between the Sexes
Abstract
Backgammon, known in the period as ‘Tables’, is a classic example of a ‘race’ game. With a mix of chance and strategy it can be representative of life’s journey, confirmed by the contemporary understanding of the board’s cosmic symbolism. In a further layer of metaphoric implication, a quartered game board is understood to represent the human body. With further sexual imagery supplied by the board’s patterning and the term ‘bearing’, this two-person game becomes a metaphor of the ‘game’ between the sexes. Two very different races take place in Henry Porter’s Two Angry Women of Abington and the anonymous Arden of Faversham. The game scenes are read not as stand-alone vignettes but as games that spill over the ludic border and across the whole play.
Caroline Baird
Chapter 6. CHESS: War, Harmony, Sex and Politics
Abstract
The military origins of Chess, with overthrow of the opposing king the main aim, have made the game a universal symbol of conquest, whether bodily, spiritual, or political. The author suggests how Miranda and Ferdinand’s Chess game reflects all The Tempest’s themes, and how the game scene in Fletcher and Massinger’s The Spanish Curate is juxtaposed with a courtroom trial, linking the play’s two agonistic contests. Paradoxically also a symbol of order and harmony, Chess operates in tandem with the masque in Middleton’s Women Beware Women to critique the amoral sexuality. This final chapter closes with an examination of A Game at Chess where events, personages, religions and morals are allegorized by the black and white of the chess board’s two symmetrical kingdoms.
Caroline Baird
Chapter 7. Conclusion
Abstract
It was in the early modern period that the passion for games was at a peak. The excitement surrounding games and their embedded signification provided dramatists with a novel shorthand device with which to communicate and stir in audiences a vicarious willingness to wrangle. It is the presence of games, with their agonistic core and the acknowledged addictive quality of the gaming experience that facilitates the demonstration of obsession in characters. Games and their varying levels of chance and strategy, all requiring the primitive desire to win, provide a prism to reflect early modern society and its stakes and hazards: social climbing and falling, religious, generational and gender contests, and political power struggles.
Caroline Baird
Backmatter
Metadaten
Titel
Games and Gaming in Early Modern Drama
verfasst von
Caroline Baird
Copyright-Jahr
2020
Electronic ISBN
978-3-030-50857-9
Print ISBN
978-3-030-50856-2
DOI
https://doi.org/10.1007/978-3-030-50857-9