Game On: Medieval Players and Their Texts

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Game On: Medieval Players and Their Texts GAME ON: MEDIEVAL PLAYERS AND THEIR TEXTS by SERINA LAUREEN PATTERSON B.A. (Honours), Wilfrid Laurier University, 2007 M.A., University of Victoria, 2009 A DISSERTATION SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY in THE FACULTY OF GRADUATE AND POSTDOCTORAL STUDIES (English) THE UNIVERSITY OF BRITISH COLUMBIA (Vancouver) April 2017 © Serina Laureen Patterson, 2017 ABSTRACT This dissertation addresses the social significance of parlour games as forms of cultural expression in medieval and early modern England and France by exploring how the convergence of textual materialities, players, and narratives manifested in interactive texts, board games, and playing cards. Medieval games, I argue, do not always fit neatly into traditional or modern theoretical game models, and modern blanket definitions of ‘game’—often stemming from the study of digital games—provide an anachronistic understanding of how medieval people imagined their games and game-worlds. Chapter 1 explores what the idea of ‘game’ meant for medieval authors, readers, and players in what I call ‘game-texts’—literary texts that blurred the modern boundaries between what we would consider ‘game’ and ‘literature’ and whose mechanics are often thought to be outside the definition of ‘game.’ Chapter 2 examines how recreational mathematics puzzles and chess problems penned in manuscript collections operate as sites of pleasure, edification, and meditative playspaces in different social contexts from the gentry households to clerical cloisters. The mechanics, layout, narrative, and compilation of chess problems rendered them useful for learning the art and skill of the game in England. Chapter 3 traces the circulation, manuscript contexts, and afterlives of two game-text genres in England—the demandes d’amour and the fortune-telling string games—in order to understand how they functioned as places of engagement and entertainment for poets, scribes, and players. Chapter 4 illustrates how narrative and geography became driving forces for the development and rise of the modern thematic game in Early Modern Europe. This chapter charts how changing ideas of spatiality enabled tabletop games to shift from abstract structures enjoyed by players in the Middle Ages, in which game narratives take place off a board, to ludic objects that incorporated real-life elements in their design of fictional worlds—thereby fashioning spaces that could visually accommodate narrative on the board itself. This dissertation places games into a more nuanced historical and cultural context, showing not only the varied methods by which medieval players enjoyed games but also how these ideas developed and changed over time. ii PREFACE This dissertation is an original intellectual product of the author, Serina Patterson. Sections of Chapter 1 have been published in “Introduction: Setting Up the Board,” in Games and Gaming in Medieval Literature, edited by Serina Patterson (New York: Palgrave MacMillan, 2015): 1-20 and “Demandes d’Amour,” in The Encyclopedia of Medieval British Literature, edited by Robert Rouse and Siân Echard (Oxford: Wiley-Blackwell, forthcoming 2017). Sections of Chapter 3 have been published in “Sexy, Naughty, and Lucky in Love: Playing Ragemon le Bon in English Gentry Households,” in Games and Gaming in Medieval Literature, ed. Serina Patterson (New York: Palgrave, 2015), 79-102. Sections of Chapter 4 have been published in “Imaginary Cartographies and Commercial Commodities: Geography and Playing Cards in Early Modern England,” in Playthings in Early Modernity: Party Games, World Games, Mind Games, edited by Allison Levy (Kalamazoo: Medieval Institute Publications, 2017). iii TABLE OF CONTENTS Abstract……………………………………………………………………………………..……ii Preface…………………………………………………………………………………...………iii Table of Contents……………………………………………………………………….......…...iv List of Tables………………………………………………………………………………..…...vi List of Figures…………………………………………………………………….…………….vii Acknowledgments……………………………………………………………………...………..ix Dedication……………………………………………………………………………………...…x CHAPTER 1 What is a Medieval Game?……………………………………………...………1 1.1 Defining Game…………………………………………………………...11 1.2 The Medieval Game-Text………………………………………..………23 1.3 Conclusion…………………………………………………………….…53 CHAPTER 2 Mind Games: Learning, Skill, and the Pleasures of the Problem………...…55 2.1 Algebra is for Lovers………………………………………………….…63 2.2 Sites of Learning………………………………………………………....73 2.2.1 Warm Ups and Cool Downs: Early Problems in England…….…85 2.2.2 Teaching Chess in Medieval England…………………………..103 2.3 Conclusion……………………………………………………………...134 CHAPTER 3 Readers and their Games in Medieval England………………………….…137 3.1 Readers as Players………………………………………………………143 3.2 Questioning Love…………………………………………………….…149 3.2.1 Appropriating les demandes d’amour in England……………...151 3.2.2 The demandes d’amour and the English Gentry…………….….160 iv 3.3 Tracing Ragemon……………………………………………………….175 3.3.1 Ragemon le Bon and the Fabliau Tradition……………………..184 3.3.2 Other Ragmans……………………………………………….…192 3.4 Conclusion……………………………………………………………...200 CHAPTER 4 Geography, Narrative, and the Rise of the Thematic Game……………..…203 4.1 Medieval Game Spaces…………………………………………………208 4.2 Discovering the World…………………………………………….……222 4.3 Selling the World……………………………………………………….238 4.4 Playing the World……………………………………………………....244 4.5 Conclusion…………………………………………………………...…277 CHAPTER 5 Coda: The Social Value of Medieval Games………………………………...280 5.1 Games and their Discontents………………………………………...…283 5.2 Valuing Games in the Middle Ages…………………………………….289 5.3 Playing the Middle Ages…………………………………………..……297 BIBLIOGRAPHY……………………………………………………………………………..302 APPENDIX………………………………………………………………………………….…333 v LIST OF TABLES Table 1.1: Definitions of ‘Game’ by Game Studies Scholars and Designers………………...14-15 Table 1.2: Comparison of Fortune 6.6.6 in Le Jeu d’Amour………………………………….…34 Table 2.1: Co-Occurrence Matrix of Chess Problem Collections in England, c. 1273-1470…....84 Table 2.2: Problem Correspondence between MS Sloane 3281 and Bonus Socius…………….102 Table 3.1: Translation of Le Voeux du Paon into Middle English in the Findern Anthology.…167 Table 4.1: Iconic spaces in The Game of the Goose (excluding goose spaces)………...…..248-49 vi LIST OF FIGURES Figure 1.1: Late Twelfth-Century Knight Chess piece from Derbyshire, Basssetlaw Museum..…6 Figure 1.2: London, British Library, MS Royal 13 A XVIII, fol. 157v………………………....52 Figure 2.1: Problem 73, Libros de los juegos……………………………………………………60 Figure 2.2: MS O.2.45, fol. 1r, Labyrinth………………………………………………………..87 Figure 2.3: MS O.2.45, fol. 1r, “Spheara Pythagorae”…………………………………………..89 Figure 2.4: MS O.2.45, fol.1v, Game boards…………………………………………………….90 Figure 2.5: MS O.2.45, fol 2r, chess problems…………………………………………………..96 Figure 2.6: MS O.2.45, fol. 2r, Problem 1……………………………………………………….97 Figure 2.7: MS O.2.45, fol. 2r, Problem 2………………………………………………….……98 Figure 2.8: MS Cleopatra B IX, fol. 4r, Problem 1…………………………………………….107 Figure 2.9: MS Cleopatra B IX, fol. 6r, Problem 7…………………………………………….109 Figure 2.10: MS Cleopatra B IX, fol. 7r, Problem 11………………………………………….110 Figure 2.11: MS Cleopatra B IX, fol. 7v, Problem 14………………………………………….111 Figure 2.12: Problem from Il Problema, 1932…………………………………………………113 Figure 2.13: MS Cleopatra B IX, fol. 8r, Problem 15………………………………………….115 Figure 2.14: MS Royal 13 A XVIII, fol. 161v, Problem 3……………………………………..119 Figure 2.15: MS Royal 13 A XVIII, fol. 161v, Problem 4…………………………………..…120 Figure 2.16: MS Royal 13 A XVIII, fol. 161v, Problem 5……………………………………..122 Figure 2.17: MS Royal 13 A XVIII, fol. 164r, Problem 17………………………………….…124 Figure 2.18: MS Royal 13 A XVIII, fol. 166r, Problem 24……………………………………126 Figure 2.19: MS Royal 13 A XVIII, Problem 29………………………………………………127 Figure 2.20: MS Royal 13 A XVIII, Problem 30………………………………………………128 Figure 2.21: MS Ashmole 344, fol. 20v, Problem 36 Image……….…………………………..131 Figure 2.22: MS Ashmole 344, fol 20v, Problem 36………………………………………...…133 Figure 3.1: Miniature of Le Roi Qui Ne Ment, Oxford, Bodleian Library, MS 264, fol. 121r…150 Figure 3.2: The Castle of Love, London, British Library, MS Royal F II, fol. 188r…………...155 vii Figure 4.1: William Bowes, Introductory Card 4: London, from a deck of geographical playing cards of England and Wales engraved by Augustine Ryther (London, 1590). London, British Museum………………………………………………………………………………....229 Figure 4.2: William Bowes, Middlesex, from a deck of geographical playing cards of England and Wales engraved by Augustine Ryther (London, 1590). London, British Museum……………………………………………………………….231 Figure 4.3: Giuoco Dell Oca, Anonymous, Italy (ca. 1550-90)………………………………..247 Figure 4.4: Pierre Duval, Le Jeu du Monde, Paris, 1645…………………………………….…258 Figure 4.5: Pierre Duval, Jeu des Francois et des Espangols pour la paix, Paris, 1660……….265 Figure 4.6: Tour through England and Wales (London: John Wallis, 1796), my personal collection……………………...……………………………………..……271 Figure 4.7: Funnyshire Fox Chase (London: William Spooner, 1842), my personal collection………………………………………………………...…….….273 Figure 4.8: The Magic Ring (London: Champante and Whitrow), 1796…………………...…..274 Figure 4.9 Uncle Sam’s Mail (New York: McLoughlin Brothers, 1893), my personal collection………………………………………………………………….279 viii ACKNOWLEDGEMENTS As with all arduous projects, the road is long but rarely travelled alone. I would like to express my deep gratitude to my advisor Dr. Robert Rouse for his enduring support and unfailing enthusiasm throughout this project. Many thanks also
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