000 | 03502cam a22005414a 4500 | ||
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001 | musev2_59246 | ||
003 | MdBmJHUP | ||
005 | 20240815120748.0 | ||
006 | m o d | ||
007 | cr||||||||nn|n | ||
008 | 180629s2018 miu o 00 0 eng d | ||
020 | _a9780472901081 | ||
020 | _z9780472123919 | ||
020 | _z9780472053810 | ||
020 | _z9780472073818 | ||
035 | _a(OCoLC)1041033808 | ||
040 |
_aMdBmJHUP _cMdBmJHUP |
||
043 | _ae-uk-en | ||
050 | 4 |
_aPN2590.G36 _bB564 2018 |
|
100 | 1 |
_aBloom, Gina, _eauthor. |
|
245 | 1 | 0 |
_aGaming the Stage : _bPlayable Media and the Rise of English Commercial Theater / _cGina Bloom. |
264 | 1 |
_aBaltimore, Maryland : _bProject Muse, _c2018 |
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264 | 3 |
_aBaltimore, Md. : _bProject MUSE, _c2018 |
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264 | 4 | _c©2018 | |
300 |
_a1 online resource (304 pages): _bcolor illustrations |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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490 | 0 | _aTheater: theory/text/performance | |
500 | _aIssued as part of book collections on Project MUSE. | ||
504 | _aIncludes bibliographical references (pages 245-265) and index. | ||
505 | 0 | _aGaming history -- Cards : imperfect information and male friendship -- Backgammon : space and scopic dominance -- Chess : performative history and dynastic marriage. | |
506 | 0 |
_aOpen Access _fUnrestricted online access _2star |
|
520 | _aRich 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 | _aDescription based on print version record. | ||
650 | 0 |
_aGames in the theater _zEngland _xHistory. |
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650 | 0 |
_aTheater _zEngland _xHistory _y17th century. |
|
650 | 0 |
_aTheater _zEngland _xHistory _y16th century. |
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655 | 7 |
_aElectronic books. _2local |
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710 | 2 |
_aProject Muse, _edistributor. |
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776 | 1 | 8 |
_iPrint version: _z0472073818 _z9780472073818 |
710 | 2 |
_aProject Muse. _edistributor |
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830 | 0 | _aTheater--theory/text/performance. | |
830 | 0 | _aBook collections on Project MUSE. | |
856 | 4 | 0 |
_zFull text available: _uhttps://muse.jhu.edu/book/59246/ |
945 | _aProject MUSE - 2018 Complete | ||
945 | _aProject MUSE - 2018 Film, Theater and Performing Arts | ||
999 |
_c232024 _d232023 |