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Showing 1 - 4 of 4 matches in All Departments
Thomas Middleton and the Plural Politics of Jacobean Drama represents the first sustained study of Middleton's dramatic works as responses to James I's governance. Through examining Middleton's poiesis in relation to the political theology of Jacobean London, Kaethler explores early forms of free speech, namely parrhesia, and rhetorical devices, such as irony and allegory, to elucidate the ways in which Middleton's plural art exposes the limitations of the monarch's sovereign image. By drawing upon earlier forms of dramatic intervention, James's writings, and popular literature that blossomed during the Jacobean period, including news pamphlets, the book surveys a selection of Middleton's writings, ranging from his first extant play The Phoenix (1604) to his scandalous finale A Game at Chess (1624). In the course of this investigation, the author identifies that although Middleton's drama spurs political awareness and questions authority, it nevertheless simultaneously promotes alternative structures of power, which manifest as misogyny and white supremacy.
The authors of this book ask how digital research tools are changing the ways in which practicing editors historicize Shakespeare's language. Scholars now encounter, interpret, and disseminate Shakespeare's language through an increasing variety of digital resources, including online editions such as the Internet Shakespeare Editions (ISE), searchable lexical corpora such as the Early English Books Online-Text Creation Partnership (EEBO-TCP) or the Lexicons of Early Modern English (LEME) collections, high-quality digital facsimiles such as the Folger Shakespeare Library's Digital Image Collection, text visualization tools such as Voyant, apps for reading and editing on mobile devices, and more. What new insights do these tools offer about the ways Shakespeare's words made meaning in their own time? What kinds of historical or historicizing arguments can digital editions make about Shakespeare's language? A growing body of work in the digital humanities allows textual critics to explore new approaches to editing in digital environments, and enables language historians to ask and answer new questions about Shakespeare's words. The authors in this unique book explicitly bring together the two fields of textual criticism and language history in an exploration of the ways in which new tools are expanding our understanding of Early Modern English.
The authors of this book ask how digital research tools are changing the ways in which practicing editors historicize Shakespeare's language. Scholars now encounter, interpret, and disseminate Shakespeare's language through an increasing variety of digital resources, including online editions such as the Internet Shakespeare Editions (ISE), searchable lexical corpora such as the Early English Books Online-Text Creation Partnership (EEBO-TCP) or the Lexicons of Early Modern English (LEME) collections, high-quality digital facsimiles such as the Folger Shakespeare Library's Digital Image Collection, text visualization tools such as Voyant, apps for reading and editing on mobile devices, and more. What new insights do these tools offer about the ways Shakespeare's words made meaning in their own time? What kinds of historical or historicizing arguments can digital editions make about Shakespeare's language? A growing body of work in the digital humanities allows textual critics to explore new approaches to editing in digital environments, and enables language historians to ask and answer new questions about Shakespeare's words. The authors in this unique book explicitly bring together the two fields of textual criticism and language history in an exploration of the ways in which new tools are expanding our understanding of Early Modern English.
This collection of essays examines the vogue for games and game playing as expressed in art and literature in sixteenth- and seventeenth-century Europe. Focusing on games as a leitmotif of creative expression, these scholarly inquiries are framed as a response to two main questions: how were games used to convey special meanings in art and literature, and how did games speak to greater issues in European society? In chapters dealing with chess, playing cards, board games, dice, gambling, and outdoor and sportive games, essayists show how games were used by artists, writers, game makers and collectors, in the service of love and war, didactic and moralistic instruction, commercial enterprise, politics and diplomacy, and assertions of civic and personal identity. Offering innovative iconographical and literary interpretations, their analyses reveal how games"played, written about, illustrated and collected"functioned as metaphors for a host of broader cultural issues related to gender relations and feminine power, class distinctions and status, ethical and sexual comportment, philosophical and religious ideas, and conditions of the mind.
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