'Lector Ludens'


Book Description

In sixteenth- and seventeenth-century Spain, debating the acceptability of games and recreation was serious business. With Lector Ludens, Michael Scham uses Cervantes’s Don Quijote and Novelas ejemplares as the basis for a wide-ranging exploration of early modern Spanish views on recreations ranging from cards and dice to hunting, attending the theater, and reading fiction. Shifting fluidly between modern theories of play, little-known Spanish treatises on leisure and games, and the evidence in Cervantes’s own works, Scham illuminates Cervantes’s intense fascination with games, play, and leisure, as well as the tensions in early modern Spain between the stern moralizing of the Counter-Reformation and the playfulness of Renaissance humanism.




Cervantes’s Novelas ejemplares


Book Description

Cervantes’s Novelas ejemplares: Reading their Lessons from His Time to Ours offers a fresh approach to the Novelas ejemplares (1613) of Cervantes in which the twelve novelas are not analyzed individually nor on the basis of generic definitions but rather from a thematic perspective. In this way, certain pertinent themes and problems are explored by grouping the relevant novelas as they dramatize these problems, often leaving the reader with unresolved “conclusions,” and in other instances offering an affirmative solution. The issues examined include the ironies and injustices of social class, the problem of honra and justice, the complex hostilities and interactions of distinct cultures, and the problem of finding a seventeenth-century work of fiction relevant and stimulating to the twenty-first-century reader.




Games and Gaming in Early Modern Drama


Book Description

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.




The Maltese Touch of Evil


Book Description

Part thinking-man's fan crush, part crazily inspired remix of the most beloved of film genres, this book will force scholars and film lovers alike to view film noir afresh




Literary Gaming


Book Description

A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works. In this book, Astrid Ensslin examines literary videogames—hybrid digital artifacts that have elements of both games and literature, combining the ludic and the literary. These works can be considered verbal art in the broadest sense (in that language plays a significant part in their aesthetic appeal); they draw on game mechanics; and they are digital-born, dependent on a digital medium (unlike, for example, conventional books read on e-readers). They employ narrative, dramatic, and poetic techniques in order to explore the affordances and limitations of ludic structures and processes, and they are designed to make players reflect on conventional game characteristics. Ensslin approaches these hybrid works as a new form of experimental literary art that requires novel ways of playing and reading. She proposes a systematic method for analyzing literary-ludic (L-L) texts that takes into account the analytic concerns of both literary stylistics and ludology. After establishing the theoretical underpinnings of her proposal, Ensslin introduces the L-L spectrum as an analytical framework for literary games. Based on the phenomenological distinction between deep and hyper attention, the L-L spectrum charts a work's relative emphases on reading and gameplay. Ensslin applies this analytical toolkit to close readings of selected works, moving from the predominantly literary to the primarily ludic, from online hypermedia fiction to Flash fiction to interactive fiction to poetry games to a highly designed literary “auteur” game. Finally, she considers her innovative analytical methodology in the context of contemporary ludology, media studies, and literary discourse analysis.




This is Not a Tragedy


Book Description

"How much of myself is in there? It's all me. Especially in Reader's Block, all that personal stuff re: Reader and/or Protagonist, ex-wife, ex-galfriends, children, lack of money, isolation, messed-up life, and/or some items dictated by novelistic necessity---and of course there is necessary invention there also, e.g., a house at a cemetery---but even little items like a couple of yellow stones from Masada or a reproduction of Giotto's Dante---I plucked up whatever was ready at hand. Is that laziness, or is it what they speak of as using what one knows? Take your pick."---David Markson To Francoise Palleau-Papin --Book Jacket.




Drawing the Curtain


Book Description

Miguel de Cervantes’s experimentation with theatricality is frequently tied to the notion of revelation and disclosure of hidden truths. Drawing the Curtain showcases the elements of theatricality that characterize Cervantes’s prose and analyses the ways in which he uses theatricality in his own literary production. Bringing together the works of well-known scholars, who draw from a variety of disciplines and theoretical approaches, this collection demonstrates how Cervantes exploits revelation and disclosure to create dynamic dramatic moments that surprise and engage observers and readers. Hewing closely to Peter Brook’s notion of the bare or empty stage, Esther Fernández and Adrienne L. Martín argue that Cervantes’s omnipresent concern with theatricality manifests not only in his drama but also in the myriad metatheatrical instances dispersed throughout his prose works. In doing so, Drawing the Curtain sheds light on the ways in which Cervantes forces his readers to engage with themes that are central to his life and works, including love, freedom, truth, confinement, and otherness.




Playtexts


Book Description

“Not hubris but the ever self-renewing impulse to play calls new worlds into being.”—Nietzsche Parents and politicians have always taken play seriously. Its formative powers, its focus, its energy, and its ability to signify other things have drawn the attention of writers from Plato and Schiller to Wittgenstein, Nabokov, and Eco. The ease with which an election becomes perceived as a race, a political crisis as a football game, or an argument as a tennis match readily proves how much play means to contemporary life. Just how play confers meaning, however, is best revealed in literature, where meaning is perpetually at stake. “At stake” itself, the risk of a gamble, is only one intersection between play and life. Playtexts reveals numerous junctures where literary playfulness—seemingly so diverting and irrelevant—instead opens the most profound questions about creativity, community, value, and belief. How do authors play with their words and readers? Can literature proceed at all unless a reader is willing and able to play? No moralizing monologue, Playtexts is all for exuberance and creative surge: Breton’s construction of an antinovel, Gombrowicz’s struggle with adult formalities, Nabokov’s swats at the humorless, Sarrazin’s seductive notes, Eco’s recasting of spy and detective fiction, Reyes’s carnal metaphorics.




Minding Animals in the Old and New Worlds


Book Description

Minding Animals in the Old and New Worlds employs current research in cognitive science and the philosophy of animal cognition to explore how humans have understood non-human animals in the Iberian world, from the Middle Ages through the early modern period. Using texts from European and Indigenously-informed sources, Steven Wagschal argues that people tend to conceptualize the minds of animals in ways that reflect their own uses for the animal, the manner in which they interact with the animal, and the place in which the animal lives. Often this has little if anything to do with the actual cognitive abilities of the animal. However, occasionally early authors made surprisingly accurate assumptions about the thoughts and feelings of animals. Wagschal explores a number of ways in which culture and human cognition interact, including: the utility of anthropomorphism; the symbolic use of animals in medieval Christian texts; attempts at understanding the minds of animals in Spain's early modern farming and hunting books; the effect of novelty on animal conceptualizations in "New World" histories, and how Cervantes navigated the forms of anthropomorphism that preceded him to create the first embodied animal minds in fiction.




The Digital Folklore of Cyberculture and Digital Humanities


Book Description

Where human communication and development is possible, folklore is developed. With the rise of digital communications and media in past decades, humans have adopted a new form of folklore within this online landscape. Digital folklore has been developed into a culture that impacts the ways in which communities are formed, media is created, and communications are carried out. It is essential to track this growing phenomenon. The Digital Folklore of Cyberculture and Digital Humanities focuses on the opportunities and chances for folklore research online as well as research challenges for online folk groups. It presents opportunities for production of digital internet material from items and research in the field of folk culture and for digitization, documentation, and promotion of elements related to folk culture. Covering topics such as e-learning programs, online communities, and costumes and fashion archives, this premier reference source is a dynamic resource for folklorists, sociologists, anthropologists, psychologists, students and faculty of higher education, libraries, researchers, and academicians.




Recent Books