Abstract
Medieval scholarship has traditionally operated on an assumption about, rather than an investigation into, both the term and the theoretical concept of “game.” Such an assumption is ironic not only in light of the many medieval texts that serve as games themselves, but because the scholar who first considered the seriousness of games was himself a medievalist: the Dutch historian Johan Huizinga.2 Although Huizinga’s 1938 publication, Homo Ludens: A Study of the Play Element in Culture, remains the foundational text for the field of cultural game studies, as this collection illustrates, there is still much to explore about premodern games. For Huizinga, the “ludic function” is not just a way to explore and understand culture: it is cultural production. The ludic function creates a cultural product by creating meaning and cultural memory through the experience of play and of the playing of games. The chapters in this book highlight the ludic function by showing how medieval writers, players, readers, ecclesiastics, and others produced, enjoyed, and interpreted the games they played. But it is also important to understand the history of cultural game theory and its roots in medieval culture. The aim of this afterword is to consider these chapters in their larger theoretical context and to demonstrate not only how medieval studies fits into the history of cultural game theory, but also to demonstrate how the significance of the ludic function can generate future research on games in the Middle Ages.
The most we can say of the junction that is operative in the process of image-making or imagination is that it is a poetic function; and we define it best of all by calling it a function of play—the ludic function, in fact.
Johan Huizinga, Homo Ludens: A Study of the Play Element in Culture1
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Notes
Johan Huizinga, Homo Ludens: A Study of the Play Element in Culture (Boston, MA: Beacon Press, 1950).
Studies of Homo Ludens include Jacques Ehrmann, “Homo Ludens Revisited,” Yale French Studies 40 (1968): 31-57
E. M. Gombrich, “Huizinga’s Homo Ludens,” Johan Huizinga 1872-1972: Papers Delivered to the Johan Huizinga Conference, ed. W. R. H. Koops, E. H. Kossman, and Gees van der Platt (The Hague: Martinus Nijhoff, 1973), pp. 133-54
Robert Anchor, “History and Play: Johan Huizinga and His Critics,” History and Theory 17.1 (1978): 63-93
Margaret Carlisle Duncan, “Play Discourse and the Rhetorical Turn: A Semiological Analysis of Homo Ludens,” Play and Culture 1 (1988): 28-42
Richard J. Schoeck, “Chaucer and Huizinga: The Spirit of Homo Ludens,” in Tales Within Tales: Apuleius through Time, ed. Constance S. Wright and Julia Bolton Holloway (New York: AMS Press, 2000), pp. 97-103
Hector Rodriguez, “The Playful and the Serious: An Approximation to Huizinga’s Homo Ludens,” Games Studies 6.1 (2006): 1-19
Laura Kendrick, “Games Medievalists Play: How to Make Earnest of Game and Still Enjoy It,” New Literary History 40 (2009): 43-61
Joost Raessens, “Homo Ludens 2.0: The Ludic Turn in Media Theory,” (Utrecht: Utrecht University, 2012).
Eric Zimmerman, “Jerked Around by the Magic Circle-Clearing the Air Ten Years Later,” Gamasutra, February 7, 2012, accessed April 2, 2014, http://www.gamasutra.com/view/feature/6696/jerked_around_by _the_magic_circle.
Cultural game theory is distinct from the more mathematical, economic, and political game theory first conceived by Hungarian mathematician and physicist, John von Neumann, in his 1928 article “Zur Theorie der Gessellschaftsspiele.” The larger field was initiated by the publication of the foundational text, Theory of Economic Games and Behavior, by von Neumann and Oskar Morgenstern in 1944.
Ken Binmore, Game Theory: A Very Short Introduction (Oxford: Oxford University Press, 2007).
Peter Swirski, Of Literature and Knowledge: Explorations in Narrative Thought Experiments, Evolution and Game Theory (New York: Routledge, 2007)
Michael Suk-Young Chwe, Jane Austen, Game Theorist (Princeton, NJ: Princeton University Press, 2013).
Diane Ackerman, Deep Play (New York: Vintage, 2000), p.18. As does everyone else, Ackerman begins her discussion with Huizinga: “From time to time, this book becomes a fantasia on a theme by Huizinga, in which I play with some of his ideas, amplify them, follow their shadows and nuances” p. 18.
I am distinguishing “deep game” from “deep play” to highlight how an analysis of games (whether textual or physical, such as chess and hunting), as a way to understand the culture of the past, differs from previous analytical considerations (such as linguistic wordplay.) I also think it is important to differentiate the kind of theoretical analysis of cultural game discussed here from the more immersive, anthropological play approach initiated by, and still associated with, Geertz. For his observational “thick description” of play, see Clifford Geertz, “Deep Play: Notes on the Balinese Cockfight,” in Interpretation of Cultures: Selected Essays (New York: Bantam, 1972), pp. 412-54.
Katie Salen and Eric Zimmerman, Rules of Play: Game Design Fundamentals (Cambridge, MA: The MIT Press, 2004), especially Chapter 7, “Defining Games,” pp. 71-83
Jesper Juul, Half-Real: Video Games between Real Rules and Fictional Worlds (Cambridge, MA: The MIT Press, 2005), pp. 23-9. See also Kendrick, “Games Medievalists Play,” especially pp. 48-55, for more on the status of both terms in Old- and Middle English.
Brian Edwards, Theories of Play and Postmodern Fiction (New York: Garland, 1998), p. 12.
Roger Callois, Man, Play and Games, trans. Meyer Barash (Urbana: University of Illinois Press, 2001).
Erving Goffman, The Presentation of Self in Everyday Life (New York: Doubleday, 1959) and Frame Analysis: An Essay on the Organization of Experience (Boston, MA: Northeastern University Press, 1974)
Pierre Bourdieu, The Field of Cultural Production: Essays on Art and Literature, ed. Randall Johnson (New York: Columbia University Press, 1993).
See Gregory Bateson, “A Metalogue: About Games and Being Serious,” “A Metalogue: How Much Do You Know?,” and “A Theory of Play and Fantasy,” in Steps to an Ecology of Mind (New York: Ballantine, 1972), pp.14-20, 21-26, and 177-93.
Victor Turner conceives of the liminal as a game/play space in which to work out aspects of culture in From Ritual to Theatre: The Human Seriousness of Play (New York: PAJ Publications, 1982)
Brian Sutton-Smith, The Ambiguity of Play (Cambridge, MA: Harvard University Press, 1997).
Sutton-Smith’s influence has created an ever-increasing emphasis on play studies in human psychology, as well as prompted increased studies of play in animal behavior. For an excellent overview of the current state of play theory both in psychology and in biology, see Robin Marantz Henig, “Taking Play Seriously,” The New York Times Magazine, February 17, 2008, http://www.nytimes.com/2008/02/17/magazine.
Jean Piaget, Play, Dreams and Imitation in Childhood, trans. C. Gatteno and F. M. Hodgson, (New York: Norton, 1962), especially Chapters 4-6
D. W. Winnicott, Playing and Reality (London: Routledge, 1971).
Bernard Suits, The Grasshopper: Games, Life and Utopia, 2nd ed. (Toronto: Broadview Press, 2005).
Mary Midgeley, “The Game Game,” Philosophy 49 (July 1974): 231-53.
Jonne Arjoranta, “Game Definitions: A Wittgensteinian Approach,” Game Studies 14.1 (2014).
Espen Aarseth observes that 2001 is “Year One” for game studies “as an emerging, viable, international, academic field,” in “Computer Game Studies, Year One,” Game Studies 1 (2001): 1.
See Clark Abt, Serious Games (New York: Viking Press, 1970)
Chris Crawford, The Art of Computer Game Design: Reflections of a Master Game Designer (New York: Osborne/McGraw-Hill, 1984)
Greg Costikyan, “I Have No Words & I Must Design: Toward a Critical Vocabulary for Games,” in Proceedings of Computer Games and Digital Cultures Conference, ed. Frans Mäyrä (Tampere: Tampere University Press, 2002): 9-33
Juul, Half Real; Henry Jenkins, Convergence Culture: Where Old and New Media Collide (New York: New York University Press, 2006)
Thomas Malaby, “Beyond Play: A New Approach to Games,” Games and Culture 2 (2007): 95-113
Mary Flanagan, Critical Play: Radical Game Design (Cambridge, MA: The MIT Press, 2009)
Markus Montola, Jaako Stenros, and Annika Waern, Pervasive Games, Theory and Design (Amsterdam: Morgan Kaufmann, 2009)
Ian Bogost, Persuasive Games: The Expressive Power of Videogames (Cambridge, MA: The MIT Press, 2010)
Mary Flanagan, “Creating Critical Play,” Artists Re:Thinking Games, eds. Ruth Catlow, Marc Garrett, and Corrado Morgana (Liverpool: Liverpool University Press, 2010), pp. 49-53
Adrienne Shaw, “What is Video Game Culture?: Cultural Studies and Game Studies,” Games and Culture 5 (2010): 403-24
Steffen P. Walz, Towards a Ludic Architecture: The Space of Play and Game (Pittsburg, PA: ETC Press, 2010)
Jane McGonigal, Reality Is Broken: Why Games Make Us Better and How They Can Change the World (New York: Penguin Press, 2011)
Greg Skaff Elias, Richard Garfield, and K. Robert Gutschera, Characteristics of Games (Cambridge, MA: The MIT Press, 2012)
Greg Costikyan, Uncertainty in Games (Cambridge, MA; The MIT Press, 2013)
Sebastian Deterding, “The Ambiguity of Games: Histories and Discourses of a Gameful World” in The Gameful World: Approaches, Issues, Applications, ed. Steffen P. Walz and Sebastian Deterding (Cambridge, MA: The MIT Press, 2015), pp. 23-64
Eric Zimmerman, “Manifesto for a Ludic Century,” in The Gameful World: Approaches, Issues, Applications, ed. Steffen P. Walz and Sebastian Deterding (Cambridge, MA: The MIT Press, 2015), pp. 19-22.
For more on literary game theory, see the special editions “Games, Play and Literature,” Yale French Studies 41 (1968) and “Play,” New Literary History 40 (2009).
Elizabeth W. Bruss, “The Game of Literature and Some Literary Games,” New Literary History 9 (1977): 153-72
James S. Hans, The Play of the World (Amherst: University of Massachusetts Press, 1981)
Mihai Spariosu, Literature, Mimesis and Play: Essays in Literary Theory (Philadelphia, PA: Gunter Narr Verlag 1982)
Peter Hutchinson, Games Authors Play (London: Methuen, 1983)
J. A. G. Marino, “An Annotated Bibliography of Play and Literature,” Canadian Review of Comparative Literature 12 (1985): 306-53
R. R. Wilson, In Palamedes’ Shadow: Explorations in Play, Game and Narrative Theory (Boston, MA: Northeastern University Press, 1990)
Ruth Burke, The Games of Poetics: Ludic Criticism and Postmodern Fiction (New York: Peter Lang, 1994)
Warren Motte, Playtexts: Ludics on Contemporary Literature (Lincoln: University of Nebraska Press, 1995)
Brian Edwards, Theories of Play and Postmodern Fiction (New York: Garland, 1997)
Espen Aarseth, Cybertext: Perspectives on Ergodic Literature (Baltimore, ML: Johns Hopkins University Press, 1997)
Swirski, Of Literature and Knowledge; and Sebastian Detering, “Fiction as Play: Reassessing the Relations of Game, Play and Fiction,” in Proceedings of the Fourth “The Philosophy of Computer Games Conference,” August 13-15, 2009, Oslo University, Oslo, Norway, pp. 1-18.
Huizinga, Homo Ludens, pp. 4 and 9. Cultural memory initiated with sociologist Maurice Hawlbachs and art historian Aby Warburg in the 1930s and developed as a field in the late twentieth century
Jan Assman, “Collective Memory and Cultural Identity,” trans. John Czaplicka, New German Critique 65 (1995): 125-33.
Ehrmann, “Homo Ludens Revisited,” Yale French Studies 41 (1968): 31-57
Warren Motte, “Playing in Earnest,” New Literary History 40 (2009): 25-42
Jesper Juul, “The Magic Circle and the Puzzle Piece,” Conference Proceedings of the Philosophy of Computer Games 2008, ed. Stephen Gunzel, Michael Liebe, and Dieter Mersch (Potsdam: University Press, 2008), pp. 56-67
Mia Consalvo, “There Is No Magic Circle,” Games and Culture 4.4 (2009): 408-17
Jaakko Stenros, “In Defense of a Magic Circle: The Social, Mental and Cultural Boundaries of Play,” Transactions of Digital Games Research Association 1.2 (2014): 147-85.
See Glending Olson, Literature as Recreation in the Later Middle Ages (Ithaca, NY: Cornell University Press, 1982)
Laura Kendrick, Chaucerian Play: Comedy and Control in the Canterbury Tales (Berkeley: University of California Press, 1988)
“Games Medievalists Play.” For general discussions of game/play in relation to medieval literature, see John Stevens, Music and Poetry in the Early Tudor Court (Cambridge: Cambridge University Press, 1961), pp. 154-202
V. A. Kolve, The Play Called Corpus Christi (Palo Alto, CA: Stanford University Press, 1966)
John Leyerle, “The Game and Play of Hero,” in Concepts of the Hero in the Middle Ages and the Renaissance, ed. Norman Burns and Christopher Reagan (Albany, NY: State University of New York Press, 1975), pp. 49-82
Richard Lanham, “Games and High Seriousness,” in The Motives of Eloquence: Literary Rhetoric in the Renaissance (New Haven, CT: Yale University Press, 1976), pp. 65-81
Glending Olson, “Plays as Play: A Medieval Ethical Theory of Performance and the Intellectual Context of the Tretise of Miraclis Pleyinge,” Viator 26 (1995): 195-221.
For earlier discussions of game/play in relation to specific medieval texts, see G. D. Josipovici, “Fiction and Game in The Canterbury Tales,” Critical Quarterly 7 (1965): 185-97
Stephen Manning, “Game and Earnest in the Middle English and Provencal Love Lyrics,” Comparative Literature 18 (1966): 225-41
Michael W. McClintock, “Games and the Players of Games: Old French Fabliaux and the Shipman’s Tale,” Chaucer Review 5 (1970): 112-36
Beryl Rowland, “The Play of the Miller’s Tale: A Game within a Game,” Chaucer Review 5 (1970): 140-46
G.Joseph, “Chaucerian ‘Game’-’Earnest’ and the ‘Argument of Herberage’ in The Canterbury Tales,” Chaucer Review 5 (1970-1971): 83-96
Martin Stevens, “Laughter and Game in Sir Gawain and the Green Knight,” Speculum 47 (1972): 65-78
Stephen Manning, “Rhetoric, Game, Morality and Geoffrey Chaucer,” SAC 1 (1979): 105-18
Carolyn Dinshaw, “Dice Games and Other Games in Le Jeu de Saint Nicolas” PMLA 95 (1980): 802-11
Michael Olmert, “The Parson’s Ludic Formula for Winning on the Road to Canterbury,” Chaucer Review 20 (1985): 158-68
Carl Lindahl, Earnest Games: Folkloric Patterns in the Canterbury Tales (Bloomington: Indiana University Press, 1987)
Nathaniel B. Smith, “Games Troubadours Play,” in Poetics of Love in the Middle Ages: Texts and Contexts, eds. Moshe Lazar and Norris J. Lacy (Fairfax, VA: George Mason University Press, 1989), pp. 3-15
Glending Olson, “Chaucer’s Idea of a Canterbury Game,” in The Idea of Medieval Literature: New Essays on Chaucer and Medieval Culture in Honor of Donald R. Howard, ed. James M. Dean and Christian Zacher (Newark: University of Delaware Press, 1992), pp. 72-90
Florence Percival, Chaucer’s Legendary Good Women (Cambridge: Cambridge University Press, 1998)
Don A. Monson, “The Troubadours at Play: Irony, Parody and Burlesque,” in The Troubadours: An Introduction (Cambridge: Cambridge University Press, 1999), pp. 197-211.
Bruce Holsinger, The Premodern Condition: Medievalism and the Making of Theory (Chicago, IL: University of Chicago Press, 2005), p.14.
Fradenburg, ‘“So That We May Speak of Them’: Enjoying the Middle Ages,” New Literary History 28.2 (1997): 224 [205-30].
Recent ludic medieval scholarship includes Lawrence Clopper, Drama, Play and Game: English Festive Culture in the Medieval and Early Modern Period (Chicago, IL: University of Chicago Press 2001)
Stephen D. Powell, “Game Over: Defragmenting the End of the Canterbury Tales,” Chaucer Review 37 (2002): 40-58
Jenny Adams, Power Play: The Literature and Politics of Chess in the Late Middle Ages (Philadelphia; University of Pennsylvania Press, 2006)
Emma Cayley, Debate and Dialogue: Alain Chartier in His Cultural Context (Oxford: Oxford University Press, 2006)
Nicola McDonald, “Games Medieval Women Play,” in The Legend of Good Women: Context and Reception, ed. Carolyn Collette (Cambridge: D. S. Brewer, 2006), pp. 176-98
Betsy McCormick, “Remembering the Game: Debating the Legend’s Women,” in The Legend of Good Women: Context and Reception, ed. Carolyn Collette (Cambridge: D. S. Brewer, 2006), pp. 105-31
Robert Hanning, Serious Play: Desire and Authority in Ovid, Chaucer and Ariosto (New York: Columbia University Press, 2010)
Andrew Higl, Playing the Canterbury Tales: The Continuations and Additions (Farnham: Ashgate, 2012)
Mary Carruthers, The Experience of Beauty in the Middle Ages (Oxford: Oxford University Press, 2013), especially Chapter 1, “Artful Play.”
For more on “both/and” exegesis, see Catherine Brown, Contrary Things: Exegesis, Dialectic and the Poetics of Didacticism (Stanford, CA: Stanford University Press, 1998).
Lourens Minnema, “Play and (Post) Modern Culture: An Essay on Changes in the Scientific Interest in the Phenomenon of Play,” Cultural Dynamics 10.1 (March 1998): 21-47
Jesper Juul, “10 Years of The Ludologist,” The Ludologist, May 28, 2013, accessed April 10, 2014, http://www.jesperjuul.net/ludologist/10-years -of-the-ludologist.
Franco Moretti, Graphs, Maps and Trees: Abstract Models for Literary History (London: Verso, 2007), p. 91, original emphasis.
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© 2015 Serina Patterson
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McCormick, B. (2015). Afterword: Medieval Ludens. In: Patterson, S. (eds) Games and Gaming in Medieval Literature. The New Middle Ages. Palgrave Macmillan, New York. https://doi.org/10.1057/9781137497529_11
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