Gaming Empire in Children's British Board Games, 1836-1860

Gaming Empire in Children's British Board Games, 1836-1860
Title Gaming Empire in Children's British Board Games, 1836-1860 PDF eBook
Author Megan A. Norcia
Publisher Routledge
Pages 252
Release 2019-03-25
Genre Literary Collections
ISBN 0429559267

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Over a century before Monopoly invited child players to bankrupt one another with merry ruthlessness, a lively and profitable board game industry thrived in Britain from the 1750s onward, thanks to publishers like John Wallis, John Betts, and William Spooner. As part of the new wave of materials catering to the developing mass market of child consumers, the games steadily acquainted future upper- and middle-class empire builders (even the royal family themselves) with the strategies of imperial rule: cultivating, trading, engaging in conflict, displaying, and competing. In their parlors, these players learned the techniques of successful colonial management by playing games such as Spooner’s A Voyage of Discovery, or Betts’ A Tour of the British Colonies and Foreign Possessions. These games shaped ideologies about nation, race, and imperial duty, challenging the portrait of Britons as "absent-minded imperialists." Considered on a continuum with children’s geography primers and adventure tales, these games offer a new way to historicize the Victorians, Britain, and Empire itself. The archival research conducted here illustrates the changing disciplinary landscape of children’s literature/culture studies, as well as nineteenth-century imperial studies, by situating the games at the intersection of material and literary culture.

Playing Games in Nineteenth-Century Britain and America

Playing Games in Nineteenth-Century Britain and America
Title Playing Games in Nineteenth-Century Britain and America PDF eBook
Author Ann R. Hawkins
Publisher State University of New York Press
Pages 322
Release 2021-11-01
Genre History
ISBN 1438485565

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A vital part of daily life in the nineteenth century, games and play were so familiar and so ubiquitous that their presence over time became almost invisible. Technological advances during the century allowed for easier manufacturing and distribution of board games and books about games, and the changing economic conditions created a larger market for them as well as more time in which to play them. These changing conditions not only made games more profitable, but they also increased the influence of games on many facets of culture. Playing Games in Nineteenth-Century Britain and America focuses on the material and visual culture of both American and British games, examining how cultures of play intersect with evolving gender norms, economic structures, scientific discourses, social movements, and nationalist sentiments.

Material Game Studies

Material Game Studies
Title Material Game Studies PDF eBook
Author Chloe Germaine
Publisher Bloomsbury Publishing
Pages 265
Release 2022-11-03
Genre Social Science
ISBN 1350202746

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This is the first volume to apply insights from the material turn in philosophy to the study of play and games. At a time of renewed interest in analogue gaming, as scholars are looking beyond the digital and virtual for the first time since the inception of game studies in the 1990s, Material Game Studies not only supports the importance of the (re)turn to the analogue, but proposes a materiality of play more broadly. Recognizing the entanglement of physical materiality with cultural meaning, the authors in this volume apply a range of theoretical approaches, from material eco-criticism to animal studies, to examine games and play as existing within worlds of matter. Different chapters focus on the material properties of board, card and role-playing games, how they are designed and made, how they are touched and played with, and how they connect with other human and nonhuman things. Bringing together international scholars, Material Game Studies defines a new field of material game studies and demonstrates how it is a valuable addition to wider debates about the material turn and the place of embodied humans in a material world.

Heritage, Memory and Identity in Postcolonial Board Games

Heritage, Memory and Identity in Postcolonial Board Games
Title Heritage, Memory and Identity in Postcolonial Board Games PDF eBook
Author Michal Mochocki
Publisher Taylor & Francis
Pages 137
Release 2023-08-04
Genre Games & Activities
ISBN 1000918076

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Heritage, Memory and Identity in Postcolonial Board Games is a unique edited collection that explores the interplay of heritage, memory, identity and history within postcolonial board games and their surrounding paratexts. It also examines critiques of these games within the gamer communities and beyond. Drawing on a range of international contributions, examples and case studies, this book shows how colonialism-themed games work as representations of the past that are influenced by existing heritage narratives and discourses. It also considers the implications of using colonial histories in games and its impact on its audience, the games’ players. Heritage, Memory and Identity in Postcolonial Board Games will be relevant to scholars and postgraduate students in the fields of game studies, game design or development, heritage studies, postcolonial criticism, media studies, and history. It will also be beneficial to practicing game developers.

Playing with Maps: Cartographic Games in Western Culture

Playing with Maps: Cartographic Games in Western Culture
Title Playing with Maps: Cartographic Games in Western Culture PDF eBook
Author Adrian Seville
Publisher BRILL
Pages 165
Release 2023-07-31
Genre History
ISBN 9004681140

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This is the first serious book wholly devoted to games based on maps. The authors are experts in their respective fields: board games, playing cards and dissected puzzles. They bring an informed historical approach to the development and diffusion of these games up to about the beginning of the twentieth century, including games from Western Europe and America in all their intriguing variety. This book is an essential reference source for those wishing to research this neglected area, while those new to the field will be pleasantly surprised at the interesting and unusual maps that these games exploit.

Victorian Coral Islands of Empire, Mission, and the Boys’ Adventure Novel

Victorian Coral Islands of Empire, Mission, and the Boys’ Adventure Novel
Title Victorian Coral Islands of Empire, Mission, and the Boys’ Adventure Novel PDF eBook
Author Michelle Elleray
Publisher Routledge
Pages 332
Release 2019-11-06
Genre Literary Criticism
ISBN 1000752992

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Attending to the mid-Victorian boys’ adventure novel and its connections with missionary culture, Michelle Elleray investigates how empire was conveyed to Victorian children in popular forms, with a focus on the South Pacific as a key location of adventure tales and missionary efforts. The volume draws on an evangelical narrative about the formation of coral islands to demonstrate that missionary investments in the socially marginal (the young, the working class, the racial other) generated new forms of agency that are legible in the mid-Victorian boys’ adventure novel, even as that agency was subordinated to Christian values identified with the British middle class. Situating novels by Frederick Marryat, R. M. Ballantyne and W. H. G. Kingston in the periodical culture of the missionary enterprise, this volume newly historicizes British children’s textual interactions with the South Pacific and its peoples. Although the mid-Victorian authors examined here portray British presence in imperial spaces as a moral imperative, our understanding of the "adventurer" is transformed from the plucky explorer to the cynical mercenary through Robert Louis Stevenson, who provides a late-nineteenth-century critique of the imperial and missionary assumptions that subtended the mid-Victorian boys’ adventure novel of his youth.

Making Worlds

Making Worlds
Title Making Worlds PDF eBook
Author Angela Vanhaelen
Publisher University of Toronto Press
Pages 648
Release 2022-11-01
Genre History
ISBN 1487544952

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Taking into account the destructive powers of globalization, Making Worlds considers the interconnectedness of the world in the early modern period. This collection examines the interdisciplinary phenomenon of making worlds, with essays from scholars of history, literary studies, theatre and performance, art history, and anthropology. The volume advances questions about the history of globalization by focusing on how the expansion of global transit offered possibilities for interactions that included the testing of local identities through inventive experimentation with new and various forms of culture. Case studies show how the imposition of European economic, religious, political, and military models on other parts of the world unleashed unprecedented forces of invention as institutionalized powers came up against the creativity of peoples, cultural practices, materials, and techniques of making. In doing so, Making Worlds offers an important rethinking of how early globalization inconsistently generated ongoing dynamics of making, unmaking, and remaking worlds.