Russia as a Frontier of Europe in the British Educational Games of the Georgian Age

George V. Shpak
{"title":"Russia as a Frontier of Europe in the British Educational Games of the Georgian Age","authors":"George V. Shpak","doi":"10.31857/s0130386424030023","DOIUrl":null,"url":null,"abstract":"In the eighteenth century, an entertainment industry grew in England, including educational games such as playing cards, puzzles, and board games. The educational aspect implied that the game was not only a way of entertainment, but also a source of knowledge. The author examines the image of the Russian Empire shaped by British games of the eighteenth and early nineteenth centuries. He gives special attention to the problem of the player’s interaction with the game reality, analyses the implicit properties of geographical spaces, which manifest themselves when, depending on the characteristics of the “place”, the player is asked to perform a certain action. The author divides the games of the period under review into three types, namely card games, board games designed as geographical maps, and board games with an individual playing field and booklet. He concludes that, regardless of the game format, the traditional early modern division of Russia into Asian and European parts was reflected in its image in all the games under consideration. The European part of Russia, as a rule, was described in the same tones as other regions of Europe. Asian Russia could be endowed with a variety of qualities. In some games it could be described as inhabited by ignorant nomadic tribes of Tartaria, in others – as frosty and deserted Siberia. Sometimes these characteristics were combined, but it is clear that the fragmentation into the “European” and “Asian” worlds presented in British educational games influenced significantly the formation of identification patterns among British youth of the Georgian era.","PeriodicalId":82203,"journal":{"name":"Novaia i noveishaia istoriia","volume":" 1195","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Novaia i noveishaia istoriia","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.31857/s0130386424030023","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

In the eighteenth century, an entertainment industry grew in England, including educational games such as playing cards, puzzles, and board games. The educational aspect implied that the game was not only a way of entertainment, but also a source of knowledge. The author examines the image of the Russian Empire shaped by British games of the eighteenth and early nineteenth centuries. He gives special attention to the problem of the player’s interaction with the game reality, analyses the implicit properties of geographical spaces, which manifest themselves when, depending on the characteristics of the “place”, the player is asked to perform a certain action. The author divides the games of the period under review into three types, namely card games, board games designed as geographical maps, and board games with an individual playing field and booklet. He concludes that, regardless of the game format, the traditional early modern division of Russia into Asian and European parts was reflected in its image in all the games under consideration. The European part of Russia, as a rule, was described in the same tones as other regions of Europe. Asian Russia could be endowed with a variety of qualities. In some games it could be described as inhabited by ignorant nomadic tribes of Tartaria, in others – as frosty and deserted Siberia. Sometimes these characteristics were combined, but it is clear that the fragmentation into the “European” and “Asian” worlds presented in British educational games influenced significantly the formation of identification patterns among British youth of the Georgian era.
格鲁吉亚时代英国教育游戏中作为欧洲前沿的俄罗斯
十八世纪,娱乐业在英国兴起,其中包括扑克牌、拼图和棋盘游戏等益智游戏。教育性意味着游戏不仅是一种娱乐方式,也是知识的来源。作者研究了十八世纪和十九世纪初英国游戏塑造的俄罗斯帝国形象。他特别关注玩家与游戏现实的互动问题,分析了地理空间的隐含属性,当玩家根据 "地点 "的特征被要求执行某种动作时,这些隐含属性就会显现出来。作者将这一时期的游戏分为三类,即纸牌游戏、设计成地理地图的棋盘游戏以及带有独立游戏场地和小册子的棋盘游戏。他的结论是,无论游戏形式如何,俄罗斯在近代早期分为亚洲和欧洲两部分的传统在所有游戏中都得到了体现。通常情况下,俄罗斯的欧洲部分与欧洲其他地区有着相同的描述。亚洲的俄罗斯则被赋予了各种特质。在一些游戏中,俄罗斯被描述成居住着无知的鞑靼游牧部落,而在另一些游戏中,俄罗斯则被描述成冰天雪地、荒无人烟的西伯利亚。有时,这些特征会被结合在一起,但很明显,英国教育游戏中呈现的 "欧洲 "和 "亚洲 "世界的割裂对格鲁吉亚时代英国青年认同模式的形成产生了重大影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
CiteScore
0.40
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信