000 03263cam a2200409Ii 4500
001 on1089126182
003 OCoLC
005 20240726105120.0
008 190304s2019 ne a ob 001 0 eng d
010 _z2019404678
040 _aNT
_beng
_erda
_epn
_cNT
_dEBLCP
_dNT
_dOCLCF
_dDEGRU
_dP@U
_dYDX
_dOCLCQ
_dOTZ
_dOCLCQ
_dYDXIT
_dOCLCQ
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_dJSTOR
020 _a9789048544844
_q((electronic)l(electronic)ctronic)
020 _a904854484X
_q((electronic)l(electronic)ctronic)
050 0 4 _aPN56
_b.G364 2019
049 _aMAIN
245 1 0 _aGames and game playing in European art and literature, 16th-17th centuries /edited by Robin O'Bryan.
260 _aAmsterdam :
_bAmsterdam University Press,
_c(c)2019.
300 _a1 online resource :
_billustrations
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _adata file
_2rda
490 1 _aCultures of play, 1300-1700 ;
_v1
504 _a2
505 0 0 _aPart I. Chess and Luxury Playing Cards --
_t1. "Mad Chess" with a Mad Dwarf Jester --
_t2. Changing Hands --
_tPart II. Gambling and Games of Chance --
_t3. "A game played home" --
_t4. "Now if the devil have bones, /
_rThese dice are made of his" --
_t5. The World Upside Down --
_tPart III. Outdoor and Sportive Games --
_t6. "To catch the fellow, and come back again" --
_t7. Against Opposition (at Home) --
_tPart IV. Games on Display --
_t8. Ordering the World --
_t9. The Games of Philipp Hainhofer
520 0 _aThis collection of essays examines the vogue for games and game playing as expressed in art and literature in sixteenth- and seventeenth-century Europe. Focusing on games as a leitmotif of creative expression, these scholarly inquiries are framed as a response to two main questions: how were games used to convey special meanings in art and literature, and how did games speak to greater issues in European society? In chapters dealing with chess, playing cards, board games, dice, gambling, and outdoor and sportive games, essayists show how games were used by artists, writers, game makers and collectors, in the service of love and war, didactic and moralistic instruction, commercial enterprise, politics and diplomacy, and assertions of civic and personal identity. Offering innovative iconographical and literary interpretations, their analyses reveal how games"played, written about, illustrated and collected"functioned as metaphors for a host of broader cultural issues related to gender relations and feminine power, class distinctions and status, ethical and sexual comportment, philosophical and religious ideas, and conditions of the mind.
530 _a2
_ub
650 0 _aGames in literature.
650 0 _aLiterature, Modern
_y15th and 16th centuries
_xHistory and criticism.
650 0 _aGames in art.
655 1 _aElectronic Books.
700 1 _aO'Bryan, Robin,
_e5
856 4 0 _uhttps://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=2036751&site=eds-live&custid=s3260518
_zClick to access digital title | log in using your CIU ID number and my.ciu.edu password
942 _cOB
_D
_eEB
_hPN.
_m2019
_QOL
_R
_x
_8NFIC
_2LOC
994 _a92
_bNT
999 _c89567
_d89567
902 _a1
_bCynthia Snell
_c1
_dCynthia Snell