Ramey’s article creates a framework
for understanding medieval religious drama using a very unlikely
source—videogame design theory. Borrowing videogame design theory’s
understanding of multiplayer internet-based games as “systems of uncertainty,”
(56) Ramey builds a definition of the medieval game as “meaningful play” (57) within an interactive and
rule-governed encounter, which given religious drama’s emphasis on audience
response, can be understood as the play itself.
Using this framework, Ramey analyzes
three “dramatic games” (57): the Coercion Game as utilized by tyrant
characters, the Subversion Game as utilized by “underlings” (63), and the
Conversion Game as utilized by the Christ character. Each Game has a different
understanding of meaningful play: Coercion Game as power, Subversion Game as
pleasure, and Conversion Game as presence. Ramey expounds on each of these games and definitions of play throughout
the article, using the York, Towneley, and Chester cycles as support.
While the article is more explorative than conclusive, Ramey ultimately argues
for a revision of how modern viewers understand medieval theater; it is a
participatory experience that requires the audience member to be more than a
passive spectator.
Ramey does not explicitly quote or
reference the N-Town Plays. However, his
article is useful in its thorough treatment of other plays and of medieval
audience writ large, and is therefore a worthwhile read!
Ramey, Peter. “The
Audience-Interactive Games of the Middle English Religious Drama.” Comparative Drama 71.1 (2013): 55-83. Proquest. Web. 13 Nov. 2015.
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