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Gaming empire in children's British board games, 1836-1860

Title
Gaming empire in children's British board games, 1836-1860 / Megan A. Norcia.
ISBN
0429264232
0429554796
0429559267
0429563736
9780429264238
9780429554797
9780429559266
9780429563737
9780367209353
Publication
New York, NY : Routledge, 2019.
Copyright Notice Date
©2019
Physical Description
1 online resource (xii, 261 pages)
Local Notes
Access is available to the Yale community.
Access and use
Access restricted by licensing agreement.
Biographical / Historical Note
SUNY Brockport Associate Professor Megan A. Norcia (PhD, University of Florida) focuses her research on empire and nineteenth-century children's literary and material culture, including imperial geography, mapping London, and castaway tales. Her publications include Children's Literature Association's selected Honor Book: X Marks the Spot: Women Writers Map the Empire for British Children, 1790-1895 (Ohio UP, 2010), and articles appearing in Victorian Literature and Culture, Children's Literature Annual, Victorian Review, Children's Literature Quarterly, The Lion and the Unicorn and elsewhere. She is happiest when up to her elbows in archives.
Summary
Over a century before Monopoly invited child players to bankrupt one another with merry ruthlessness, a lively and profitable board game industry thrived in Britain from the 1750s onward, thanks to publishers like John Wallis, John Betts, and William Spooner. As part of the new wave of materials catering to the developing mass market of child consumers, the games steadily acquainted future upper- and middle-class empire builders (even the royal family themselves) with the strategies of imperial rule: cultivating, trading, engaging in conflict, displaying, and competing. In their parlors, these players learned the techniques of successful colonial management by playing games such as Spooner's A Voyage of Discovery, or Betts' A Tour of the British Colonies and Foreign Possessions. These games shaped ideologies about nation, race, and imperial duty, challenging the portrait of Britons as "absent-minded imperialists." Considered on a continuum with children's geography primers and adventure tales, these games offer a new way to historicize the Victorians, Britain, and Empire itself. The archival research conducted here illustrates the changing disciplinary landscape of children's literature/culture studies, as well as nineteenth-century imperial studies, by situating the games at the intersection of material and literary culture.
Variant and related titles
Taylor & Francis. EBA 2024-2025.
Other formats
Print version: Norcia, Megan A., 1976- Gaming empire in children's British board games, 1836-1860. New York, NY : Routledge, 2019
Format
Books / Online
Language
English
Added to Catalog
September 26, 2024
Series
Studies in childhood, 1700 to the present
Bibliography
Includes bibliographical references and index.
Contents
Cover; Half Title; Series Page; Title; Copyright; Dedication; Contents; List of Figures; Acknowledgments; 1 Introduction: Playing Well with Others in the Great Imperial Game; Holding the Line: The Shared Genealogy of Maps, Geographic Board Games, and the Middle Class; Critical Interdisciplinary Approaches to Games and Gaming; Setting Up the Board and Placing the Pieces: An Overview of Methodology and Chapters; Play Grounds: Situating Board Games Between the Literary Field and the Athletic Field
2 Navigating Trade Routes and Fostering Moral Commerce in William Spooner's A Voyage of Discovery (1836) and John Betts' A Tour through the British Colonies and Foreign Possessions [c. 1855]Take-or-Pay Economics and Unequal Barter in William Spooner's A Voyage of Discovery; The Transformative Power of Trade in John Betts' A Tour through the British Colonies and Foreign Possessions; 3 Games in Glass Houses: Children's Board Games Display and Critique Imperial Power through the Great Exhibition at the Crystal Palace; Commanding Resources in Henry Smith Evans' The Crystal Palace Game [c. 1855]
Finding the Right Side of History: The View from the Pinnacle in William Sallis' Pyramid of History [post 1851]From the Ranks to Commander in Chief: Turn-of-the-Century Roots of War-Based Games; Collaborative and Competitive: The New Life of Contemporary Games; Empire's Afterlife: From Nation to Corporation; Board Games Cited; Works Cited; Appendix: Games with a Focus on Empire and Commerce; Index
Prizing Technology in William Spooner's Comic Game of the Great Exhibition of 1851 (1851)4 Gaming America: Slavery, Territorial Appropriation, and the Race for Moral Leadership in Edward Wallis' Game of the Star-Spangled Banner [c. 1844] and E. and M.A. Ogilvy's Columbia: Land of the West [1850-1860]; Mapping Moral Leadership through Retrograde Motion; Territorial and Textual Appropriation in E. and M.A. Ogilvy's Columbia, Land of the West [1850-1860]; 5 Conclusion: The Afterlife of Imperial Gaming in the Postcolonial Era
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