LEADER 03201nam 22005413 450 001 9910364944503321 005 20230621141049.0 010 $a0-472-90108-7 010 $a0-472-12391-2 024 7 $a10.3998/mpub.9831118 035 $a(CKB)4100000004831993 035 $a(OCoLC)1041033808 035 $a(MdBmJHUP)muse69149 035 $a(MiAaPQ)EBC5419721 035 $a(WaSeSS)IndRDA00124540 035 $a(MiU)10.3998/mpub.9831118 035 $a(MiAaPQ)EBC6796730 035 $a(Au-PeEL)EBL6796730 035 $a(EXLCZ)994100000004831993 100 $a20180616d2018 uy 0 101 0 $aeng 135 $aur|||||||nn|n 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aGaming the stage $eplayable media and the rise of English commercial theater /$fGina Bloom 210 1$aAnn Arbor, Michigan :$cUniversity of Michigan Press,$d[2018] 215 $a1 online resource (xii, 276 pages) :)$ccolor illustrations 225 1 $aTheater: Theory/Text/Performance 311 $a0-472-05381-7 311 $a0-472-07381-8 320 $aIncludes bibliographical references and index. 327 $aGaming history -- Cards : imperfect information and male friendship -- Backgammon : space and scopic dominance -- Chess : performative history and dynastic marriage. 330 $aRich connections between gaming and theater stretch back to the 16th and 17th centuries, when England's first commercial theaters appeared right next door to gaming houses and blood-sport arenas. In the first book-length exploration of gaming in the early modern period, Gina Bloom shows that theaters succeeded in London's new entertainment marketplace largely because watching a play and playing a game were similar experiences. Audiences did not just see a play; they were encouraged to play the play, and knowledge of gaming helped them become better theatergoers. Examining dramas written for these theaters alongside evidence of analog games popular then and today, Bloom argues for games as theatrical media and theater as an interactive gaming technology. Gaming the Stage also introduces a new archive for game studies: scenes of onstage gaming, which appear at climactic moments in dramatic literature. Bloom reveals plays to be systems of information for theater spectators: games of withholding, divulging, speculating, and wagering on knowledge. Her book breaks new ground through examinations of plays such as The Tempest, Arden of Faversham, A Woman Killed with Kindness, and A Game at Chess; the histories of familiar games such as cards, backgammon, and chess; less familiar ones, like Game of the Goose; and even a mixed-reality theater videogame. 410 0$aTheater--theory/text/performance. 606 $aGames$zGreat Britain$xHistory 606 $aTheater$zGreat Britain$xHistory 615 0$aGames$xHistory. 615 0$aTheater$xHistory. 676 $a792.094209031 700 $aBloom$b Gina$0992276 712 02$aMichigan Publishing (University of Michigan) 801 0$bMiU 801 1$bMiU 906 $aBOOK 912 $a9910364944503321 996 $aGaming the stage$92272085 997 $aUNINA