Playing the Canterbury Tales addresses the additions, continuations and reordering found in early copies of the Canterbury Tales. Using examples and theories from new media studies, Higl demonstrates that the Tales are best viewed as an 'interactive...
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Playing the Canterbury Tales addresses the additions, continuations and reordering found in early copies of the Canterbury Tales. Using examples and theories from new media studies, Higl demonstrates that the Tales are best viewed as an 'interactive fiction.' Readers participated in the on-going creation and production of the tales by adding new text, rearranging existing text, and through this textual transmission, introduced new social and literary meaning to the work
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Cover; Contents; Acknowledgements; Introduction; 1 Reclaiming the "Spurious" and "Apocryphal"; 2 Thresholds to the Tales; 3 The Many John Lydgates in the World of the Tales; 5 Geoffrey's Games in the Tale of Beryn; 6 Playing Games with the Plowmen; 7 Answering the Riddle of the Cook's Tale; Conclusion; Works Cited; Index;