000 | 03263cam a2200409Ii 4500 | ||
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001 | on1089126182 | ||
003 | OCoLC | ||
005 | 20240726105120.0 | ||
008 | 190304s2019 ne a ob 001 0 eng d | ||
010 | _z2019404678 | ||
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_aNT _beng _erda _epn _cNT _dEBLCP _dNT _dOCLCF _dDEGRU _dP@U _dYDX _dOCLCQ _dOTZ _dOCLCQ _dYDXIT _dOCLCQ _dUKAHL _dSFB _dUX1 _dK6U _dCAMBR _dJSTOR |
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_a9789048544844 _q((electronic)l(electronic)ctronic) |
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_a904854484X _q((electronic)l(electronic)ctronic) |
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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. |
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_aAmsterdam : _bAmsterdam University Press, _c(c)2019. |
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_a1 online resource : _billustrations |
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_atext _btxt _2rdacontent |
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_acomputer _bc _2rdamedia |
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_aonline resource _bcr _2rdacarrier |
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_adata file _2rda |
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_aCultures of play, 1300-1700 ; _v1 |
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_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. | |
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650 | 0 | _aGames in literature. | |
650 | 0 |
_aLiterature, Modern _y15th and 16th centuries _xHistory and criticism. |
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650 | 0 | _aGames in art. | |
655 | 1 | _aElectronic Books. | |
700 | 1 |
_aO'Bryan, Robin, _e5 |
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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 |
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_cOB _D _eEB _hPN. _m2019 _QOL _R _x _8NFIC _2LOC |
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_a1 _bCynthia Snell _c1 _dCynthia Snell |