印度久坐游戏的文化——空间背景

Amit S. Deshmukh
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引用次数: 1

摘要

至少从公元前3000年起,用骰子玩久坐游戏和玩棋盘游戏在印度文化中就起着重要作用。考古遗址和《梨俱吠陀》、《摩诃婆罗多》和其他文献中的早期文献都表明了这一点。其中一些游戏以棋盘、棋子、骰子和卡片的形式留存了下来。除了实际的场景,棋盘游戏的痕迹也可以在印度教岩石雕刻的寺庙中找到。这些雕塑和绘画出现在整个中世纪时期。这个清单非常详尽。这种游戏也出现在许多寺庙的地板上,有雕刻或铭文。为什么有人会把这些棋盘游戏刻在这些地方?有趣的是,纵观历史,有些桌游越来越受欢迎,有些则从艺术表现记录中消失了。在历史的后期阶段,一种棋盘游戏是如何超越另一种的?是什么让这些游戏被社会所接受并受欢迎?这些游戏是在哪里玩的?空间背景是什么?这些画主要展示了皇室的房子和宫廷。印度皇室有专门用来玩游戏的亭子吗?在印度,桌游传统上是在地面上进行的。18世纪,随着欧洲在印度次大陆的影响力不断增强,当地精英们采用了西方的习俗,在棋盘游戏中使用高架家具。这是否改变了空间背景?因此,本文试图通过演化参数来分析桌游对空间的影响,并通过将印度桌游追溯至当代来阐明“空间语境”。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Culture of Sedentary Play in India – The Space Context
Abstract Playing of sedentary games with dice and playing board games have had a major role in the Indian culture since at least 3000 BCE. This is shown by archaeological sites and early literary references in the Rig-Veda, Mahabharata and other texts. Some of these games have survived in the form of boards, game pieces, dice and cards. Apart from actual sets, the traces of board games can also be found in Hindu rock cut temples. These sculptures and paintings appear across the medieval period. The list is exhaustive. The game play also finds its presence on numerous temple floorings, carved or inscribed. Why would somebody carve these board games on these spaces? Interestingly, throughout history, some board games have increased its popularity, and some have disappeared from artistic expressional record. How did one board game overtake the other in terms of its popularity in the later phases of history? What made these games socially acceptable and popular? Where were these games played? What was the space context? The paintings dominantly show royal houses, court rooms as spaces. Were there special pavilions used for game playing by Indian royals? In India board games were traditionally played at ground level. With growing European influence in the subcontinent in the 18th century, local elites adopted the western custom of elevated furniture for board games. Did this change the space context? The paper thus tries to evolve parameters to analyze the impact of board games on spaces and would throw light on the “space context” with reference to Indian board games tracing it to the contemporary time.
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