Literary Games, Poetics and the Early-Modern Novel
JEUX systematically investigates the influence of seventeenth-century literary games on novel standards, enhancing understanding of narrative development and cultural heritage in literature.
Projectdetails
Introduction
Literary games were a wide-spread practice in seventeenth-century France, and prominent novelists wrote fictions about a salon company playing the “game of the novel” (jeu du roman). While literary games were clearly defined, the novel was a genre that had yet to establish its standards. In order to enhance our understanding of a decisive period for the novel (1600-1700), this project proposes to study how authors model their own practice creatively through play.
Objectives
JEUX is the first comprehensive, systematic investigation of literary games and their impact on the development of the standards for the most prominent literary genre today – the novel.
The main objectives are to:
- Analyse systematically the impact of early-modern literary games on the narrative standards for fictional worlds, formal coherence, and narrators in the novel.
- Identify how literary games contribute to the self-theorising of a new genre.
- Re-evaluate the role of play and games in writing literary history.
Methodology
Using an innovative combination of literary theory, game studies, narratology, and anthropological fieldwork, JEUX goes beyond traditional metaphors of literature as a kind of gameplay and investigates an actual literary game from theoretical, historical, and empirical perspectives.
To assess play as practice, JEUX will invite creative-writing students to play early-modern games and, thereby, pioneer a new methodological approach to explore cultural practices as a potential site for creativity, innovation, and community also in the contemporary world.
Impact
JEUX will sharpen current understanding of decisive developments in the form, poetics, and history of the novel. It will enhance our grasp of the dynamics between games and narratives and contribute to the rediscovery of the cultural heritage of literary games. Through the investigation of the neglected corpus of evidence, JEUX will tell a new history of the novel.
Financiële details & Tijdlijn
Financiële details
Subsidiebedrag | € 1.984.779 |
Totale projectbegroting | € 1.984.779 |
Tijdlijn
Startdatum | 1-1-2024 |
Einddatum | 31-12-2028 |
Subsidiejaar | 2024 |
Partners & Locaties
Projectpartners
- UNIVERSITETET I OSLOpenvoerder
Land(en)
Vergelijkbare projecten binnen European Research Council
Project | Regeling | Bedrag | Jaar | Actie |
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How Play Shaped the United States from New Media to Politics: Worlding America, 1503-2028WORLDING AMERICA investigates the role of play in shaping American identity and politics from 1503 to present, analyzing historical moments where play catalyzed political change across various media. | ERC Starting... | € 1.500.000 | 2025 | Details |
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Post-National Reconceptions of European Literary History: A Mixed-Method Approach to a Late Medieval Text Tradition
The Post-REALM project aims to revolutionize medieval literature studies by digitally analyzing 26 versions of 'Floire and Blancheflor' to uncover cross-lingual text traditions and their dissemination.
Graphs and Ontologies for Literary Evolution Models
The GOLEM project aims to develop robust models of fiction evolution through large-scale analysis of stories and reader interactions, using machine learning and cultural evolution theory.
How Play Shaped the United States from New Media to Politics: Worlding America, 1503-2028
WORLDING AMERICA investigates the role of play in shaping American identity and politics from 1503 to present, analyzing historical moments where play catalyzed political change across various media.
The Lost Manuscripts of Medieval Europe: Modelling the Transmission of Texts
LostMa investigates the evolution of human cultures through the transmission of written artefacts, using AI and complexity science to analyze and simulate textual survival and loss.
Ways of imagining in children's lives with information texts
The WONDRE project investigates how children's nonfiction picturebooks engage imagination and perception, aiming to empower young readers through collaborative research and a multilingual digital resource.