000 03502cam a22005414a 4500
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
264 3 _aBaltimore, Md. :
_bProject MUSE,
_c2018
264 4 _c©2018
300 _a1 online resource (304 pages):
_bcolor illustrations
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
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.
650 0 _aTheater
_zEngland
_xHistory
_y17th century.
650 0 _aTheater
_zEngland
_xHistory
_y16th century.
655 7 _aElectronic books.
_2local
710 2 _aProject Muse,
_edistributor.
776 1 8 _iPrint version:
_z0472073818
_z9780472073818
710 2 _aProject Muse.
_edistributor
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