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    <front>
        <journal-meta>
            <journal-id>TMR</journal-id>
            <journal-title-group>
                <journal-title>The Medieval Review</journal-title>
            </journal-title-group>
            <issn pub-type="epub">1096-746X</issn>
            <publisher>
                <publisher-name>Indiana University</publisher-name>
            </publisher>
        </journal-meta>
        <article-meta>
            <article-id pub-id-type="publisher-id">21.11.17</article-id>
            <title-group>
                <article-title>21.11.17, Kopp/Lapina (eds.), Games and Visual Culture</article-title>
            </title-group>
            <contrib-group>
                <contrib contrib-type="author">
                    <name>
                        <surname>Jenny Adams</surname>
                        <given-names/>
                    </name>
                    <aff>University of Massachusetts, Amherst</aff>
                    <address>
                        <email>jadams@english.umass.edu</email>
                    </address>
                </contrib>
            </contrib-group>
            <pub-date publication-format="epub" date-type="pub" iso-8601-date="2021">
                <year>2021</year>
            </pub-date>
            <product product-type="book">
                <person-group>
                    <name>
                        <surname>Kopp, Vanina and Elizabeth Lapina, eds</surname>
                        <given-names/>
                    </name>
                </person-group>
                <source>Games and Visual Culture in the Middle Ages and the Renaissance</source>
                <year iso-8601-date="2020">2020</year>
                <publisher-loc>Turnhout, Belgium</publisher-loc>
                <publisher-name>Brepols</publisher-name>
                <page-range>Pp. 353</page-range>
                <price>€85.00 (hardback)</price>
                <isbn>978-2-503-58872-8 (hardback)</isbn>
            </product>
            <permissions>
                <copyright-statement>Copyright 2021 Trustees of Indiana University. Indiana University provides the information contained in this file for non-commercial, personal, or research use only. All other use, including but not limited to commercial or scholarly reproductions, redistribution, publication or transmission, whether by electronic means or otherwise, without prior written permission of the copyright holder is strictly prohibited.</copyright-statement>
            </permissions>
        </article-meta>
    </front>
    <body>
        <p>When seeking to define games and gaming, Potter Stewart’s famous description of
            obscenity-- “I know when I see it”--comes to mind, as games come with a similarly
            capacious definition. Chess and soccer? These are clearly games. But what about carvings
            on mirror backs or Old Norse graffiti? I confess that I initially resisted the big-tent
            understanding of games and play imagined by the editors of <italic>Games and Visual
                Culture in the Middle Ages and Renaissance</italic>. Yet several essays in, I came
            to appreciate the open-endedness of this book. Not only does it expand the idea of games
            itself, but it invites readers to think across cultures and resists any lock-step
            critical approaches. It also stays remarkably focused on two more specific aspect of
            gaming: their visual depictions and their often-elastic social functions. </p>
        <p>Before I hit the highlights of the collection’s thirteen articles, I offer some
            overviews. For instance, all authors take time with their archives, and each essay adds
            something to the volume as a whole. Many essays also have surprising intersections. Some
            of these are identified by the editors, who have organized the book into the larger
            categories of “Games and Society” and “Materiality of Games.” Yet many essays find their
            way to each other across this divide, further deepening the cohesiveness of the
            collection. Finally, I give kudos to Brepols for not skimping on the images; they are
            copious, beautiful, and helpful.</p>
        <p>Turning now to the individual pieces, I will say upfront that I felt most drawn to the
            essays about the placement of games in physical space. To this end, Paul Hardwick’s
            “‘Turne Over the Leef’: Games and Interpretation on Misericords” offers a fascinating
            introduction to carved scenes of gaming on church misericords. Placed in what is
            arguably the “devotional heart” of the church, such images (which many times include
            scenes of wrestling--who knew?!) might feel out of place. Yet as Hardwick argues, this
            disjunct might well be deliberate, with visual representations of gaming unsettling “the
            ‘magic circle’ of the ecclesiastical space which, in doing so, both points to its
            fragility and focuses the mind on the rules of that circle which, if undisrupted, could
            become unthinkingly automatic” (90).</p>
        <p>Hardwick’s article complements the volume’s final essay by Walter Crist, which looks at
            carvings of game boards throughout Anatolia. In “Scratching the Surface: Graffiti Games
            in the Byzantine Empire,” Christ describes (and includes pictures of) dozens of carvings
            of the Greco-Roman games of <italic>pente grammai</italic> [five lines], <italic>ludus
                duodecim scripta</italic> [game of twelve signs], and merels that appear on various
            Byzantine monuments. Eight game boards alone show up on the stylobate of the Hagia
            Sophia and other appear in/on public monuments across the Byzantine world. Unlike the
            misericords, which were hidden, such boards appear in decidedly public settings. Yet at
            the same time, their placement on the periphery of those spaces testifies to their role
            as supporting actors to more central activities of the theaters and basilicas that
            contained them.</p>
        <p>Leah Asrih and Jennifer Garner’s “Gambling Miners” and Annemarieke Willemsen’s
            “Children’s Toys in Italy, 1350-1550” are similarly refreshing in their discussions of
            gaming objects. These two very different essays overlap in the way the authors move
            fluidly between images and objects (dice and bowling in the first case, children’s toys
            in the second), to show how visual representations of objects stack up against
            excavated, physical things. Willemsen’s piece is particularly interesting as it
            demonstrates that “Italy had its own characteristic displays of toys” with distinct
            deviations (more well-fed boys!) from similar representations in other parts of
            Europe.</p>
        <p>To this point I have sidestepped one of the book’s central games, namely chess, the focus
            of at least four essays in the volume. Two contributors deepen and extend the argument
            (made by earlier scholars) that chess works (re)imagine social hierarchies. In “The
            Printed Book and the Visual Culture of Chess in the Late Middle Ages: William Caxton’s
            1483 Edition of <italic>The Game and Playe of Chesse</italic>,” Louise Fang posits that
            the printer’s woodcuts “made [the visual culture of] chess available to a wider public
            and contributed to the appeal of the printed book in question at the same time” (295).
            Meanwhile, in “Chess and Cultural Crossings in Boccaccio,” Akash Kumar demonstrates how
            the Italian writer used the game to model social malleability, with lower class
            characters often playing chess as a means to access higher class advantages, many of
            them sexual in nature. </p>
        <p>Two other writers directly take on chess’s ability to stand in for sex. In “Visualizing
            Chess and Love in <italic>Les Eschéz d’Amours</italic>,” Daniel E. O’Sullivan deftly
            analyzes two illustrative programs in this oft-overlooked fourteenth-century work. As he
            demonstrates, the poem “subverts the immediate power of love by submitting it to a
            battle with chess,” with each series of pictures working in a different way to
            “[capture] the duality: reason v. sensuality” (140). In “Playthings: Ivory on Ivory,”
            Elina Gertsman explores the medieval world’s raciest mirror-back, which features a
            highly erotic scene of a chess-playing couple. Unpacking this image, Gertsman shows the
            many ways this image features the act of gaming, which ranges from the sexualized pole
            that holds up the lovers’ tent to the “play on the comparison between flesh and ivory”
            (231). Like O’Sullivan’s piece, this essay provides a great model of ways to close read
            images, and I could imagine teaching both of these side-by-side.</p>
        <p>Finally, three other essays contain intimations of chess, even if they only brush up
            against the game. In my favorite of these, “Chess of the Gnostics: The Sufi Version of
            Snakes and Ladders,” İrwin Cemil Schick shows how this chess-like game represents “the
            spiritual path of a novice as s/he advances towards the final goal, which is
            transcendence of the self and union with God” (175). Schick also provides a useful
            appendix that shows all the snakes and ladders, and their various starting and ending
            points. (Thus, for instance, we can see at a glance that “bragging” will snake an
            unfortunate player down to “bad companionship,” whereas “truth” offers the player a
            ladder to “the sphere of omnipotence.”)</p>
        <p>Closer to chess is Michael A. Conrad’s “The Playing Eye: On the Transfer of Game-Related
            Knowledge through Miniatures in Alfonso X’s <italic>Book of Games</italic>” (1283/4).”
            This article has some keen observations about different games in Alfonso’s famous book.
            But Conrad makes his strongest point about its images in his conclusion: “Whereas
            written texts are able to conserve and transfer declarative elements of game-related
            knowledge, it was the main epistemic function of images to achieve something familiar
            for the tacit dimension of this practical knowledge, especially by drawing on the ‘codal
            complementarity’ of texts and images” (258). This emphasis on the practical knowledge
            encoded in images anticipates Fang’s later discussion of Caxton’s socially disruptive
            woodcuts and created a nice tie between the two articles.</p>
        <p>Farther away from chess but still connected to the game is the opening essay, “Rhetoric
            and Reality in the Visual Culture of medieval Celtic Board Games,” in which Katherine
            Forsyth and Mark A. Hall look Celtic games (primarily gwyddbull and fidchell), which, as
            they argue, functioned as a “key element of social and cultural life among the early
            medieval Celts” (33). Chess specialists should take note a culture in which
            “anthropomorphic [game] pieces predate figural chess pieces by three centuries.” And in
            “Games as a Sign of Social Status: Backgammon in Ottoman Literature and Visual Culture,”
            takes a backseat to backgammon, a game whose social resonance is hard to pin down.
            Looking at visual examples of backgammon, along with its closely-related game, mancala,
            Tülün Deĝirmenci finds that these are “activities of a lower social class” even as
            “there are also written documents showing that these games, especially backgammon, were
            actually being played by different segments of Ottoman society” (165).</p>
        <p>The final essay for me to address is Julie Mell’s “Graffiti as Gaming: Vikings at Play in
            the Orkney Islands.” This piece feels a bit like an outlier in the collection. I can see
            the case for graffiti as gaming, and Mell’s use for J. L. Austin provides a nice lens
            through which to analyze the performative nature of these writing/speech acts. I also
            enjoyed the essay. But at least for this reader, Mell’s archive and approach did not
            readily hook up with the other essays around it.</p>
        <p>In sum, this is an enjoyable collection of solid essays ripe with points of overlap and
            intersection.</p>
    </body>
</article>