Abstract

Nineteenth-century forms of play focused attention on contingency, those moments of causal and temporal possibility whose degrees of freedom delineated new rules, limits, and boundaries. Early board games, with their moralistic lessons and predictable layouts, transformed through the use of cartographic conventions into more open-ended and secular arenas for play. Lewis Carroll and others adapted the spatialized and multidirectional narratives of games to remake children’s fiction; Carroll’s Alice books and word games emphasized dysteleology and synchronous multiplicity. William Spooner’s protean (transforming) views, visual toys that displayed before-and-after scenes of volcanoes and avalanches, distilled historical contingencies to crucial moments of transformation.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.