Papers by Ulrich Schädler
Games in the Ancient World: Places, Spaces, Accessories, 2024
A list of ALL games from ancient Greece and Rome for which at least one source (written, material... more A list of ALL games from ancient Greece and Rome for which at least one source (written, material ot iconographical) is known to us, accompanied by major references.
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Games in the Ancient World: Places, Spaces, Accessories, 2024
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Games in the Ancient World: Places, Spaces, Accessories, 2024
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Games in the Ancient World: Places, Spaces, Accessories, 2024
Through this contribution, the authors seek to explore the presence, meanings and values of board... more Through this contribution, the authors seek to explore the presence, meanings and values of board games along the edges of the Roman Empire in central and NW Europe, spanning Britain to the Danubian Provinces and also in the successor states
as the Western Empire collapsed and Rome’s centre of gravity moved fully to Constantinople. The paper draws together evidence from sites across the various
frontier zones, including Clickimin in the Orkneys, Stanway in England, Vimose and Brøndsager in Denmark and Poprad in Slovakia as well as the
well-known sites in Germany (Leuna, Gommern, Neudorf-Bornstein, Heiligenhafen etc ) and Poland (Pielgrzymono, Zgliczyn Pobodzy, Zakrzów etc. ).
The purpose is to explore the ways board games moved across the frontier, the cultural interactions they were part of (military, diplomatic, trade and exchange) and ideas around the innovations indigenous communities are imagined having made to these games. Thus, the coverage will include how some of these games may consequently have
changed, and in several cases ‘returned’ to their Roman roots with population movements through the second half of the first millennium AD, including
the Langobards, the Alemanni, the Vikings and the Normans
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Games in the Ancient World, Places, Spaces, Accessories, 2024
In this chapter the author presents preliminary results of a survey on Roman, Byzantine, Arabic o... more In this chapter the author presents preliminary results of a survey on Roman, Byzantine, Arabic or Turkish games found at Ephesus in Western Asia Minor. The survey was conducted during two campaigns in 2007 and 2008 to document pavement signs and gaming tables. During this fieldwork, more than 300 game boards and other floor markings were documented.
The survey encompassed two archaeological sites:
the area of the Graeco-Roman town on the one hand and the Ayasoluk hill on the other. The main questions considered in this chapter are: which of the pavement signs and markings were used for playing games? Which were the games played in these public spaces? Is there a difference between the games played in the Graeco-Roman town and in the Byzantine and later settlement on the Ayasoluk?
The author presented some of the aspects discussed here in numerous papers given on various occasions during the last 15 years, but these ideas and data are
presented here in print for the first time.
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Spielinfo, 2023
Der Artikel geht den Mechnismen des in den 1950er Jahren erschienenen Spiels "Der magische Robote... more Der Artikel geht den Mechnismen des in den 1950er Jahren erschienenen Spiels "Der magische Roboter" ("Robot Magic", "The fascinating magic robot") nach, die bis in das 16. Jahrhundert zurückreichen.
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Board Studies 17, 2023
Characterised by the presence of multiple depressions or pockets in a variety of arrangements, an... more Characterised by the presence of multiple depressions or pockets in a variety of arrangements, and, in some cases, the presence of a single, double, or triple 'start line' carved into horizontal stone surfaces, marble lanes in their variety of forms open a window onto ancient play that few have looked through. Thought to be a playing surface for some kind of throwing or rolling game which involved the use of glass or ceramic spheres, Roman marble lanes have received comparatively little attention in the recent upswing of scholarship on ancient play, partially as a result of the relative dearth of textual and iconographic sources discussing or depicting their usage, but these playing surfaces nevertheless represent a major corpus of ludic material. This contribution summarises past work on marble lanes before exploring the limited textual and iconographic source material related to playing with marbles. It offers a tentative new typology by which to categorise marble lanes and a non-exhaustive list of these playing surfaces recorded at archaeological sites around the Mediterranean. It then moves onto a discussion of the game/games that may be played on these boards, arguing that the wide variations in the different layouts for marble lanes may indicate that they were used not for one tightlydefined game, but more likely facilitated the playing of a loosely
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Thisoa am Lykeion, 2023
Erschienen in der Monographie "Thisoa am Lykeion" von Torsten Mattern (Uni Trier) und Yvonne Goes... more Erschienen in der Monographie "Thisoa am Lykeion" von Torsten Mattern (Uni Trier) und Yvonne Goester über die Forschungen in und rund um die Siedlung Thisoa am Lykaion im heutigen Elis auf der Peloponnes. Im Abschnitt der "Funde" erscheint dieser Beitrag zu dem 1988 gefundenen Spieltisch mit dem "Fünf Linien"-Spiel zusammen mit Gerwin Albingh.
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Pallas, 2022
The subject of this contribution is five terracotta gaming tables from the archaic period, which ... more The subject of this contribution is five terracotta gaming tables from the archaic period, which are grouped for discussion for the first time. The reason being that in addition to the three previously known gaming tables of this type – one in the National Museum in Copenhagen from the Athenian art market, along with an example from the necropolis of Anagyrous (Vari) to be found in the National Museum in Athens and the third from the Kerameikos necropolis in the Kerameikos Museum – it is only recently that attention has been drawn to two more similar gaming tables. One in the Brauron Museum comes from the necropolis of ancient Myrrhinous, modern Markopoulo, Merenda, and was initially briefly described in the publication of the excavations. The fifth table was recently acquired by the Swiss Museum of Games (La Tour-de-Peilz) from the art market.
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Board Game Studies Journal, 2022
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Giochi delle montage. Orizzonte d'avventura, 2012
Commercial games about mountaineering and alpinism
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Crossing Games. Journeys between East and West, 2022
Introduction to the catalogue of the exibition at the Museu nacional de Arte Antiga, Lisbon, June... more Introduction to the catalogue of the exibition at the Museu nacional de Arte Antiga, Lisbon, June-September 2022
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Giochi delle montagne. Orizzonte d'avventura, 2012
Giochi sul tema dell'alpinismo
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L Archeologue Archeologie Nouvelle, 2003
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"Jogos cruzados. Viagens entre Oriente e Ocidente", 2022
Introduction to the catalogue of the exhibition "Jogos cruzados. Viagens entre Oriente e Ocidente... more Introduction to the catalogue of the exhibition "Jogos cruzados. Viagens entre Oriente e Ocidente" ("Crossing Games: Travels Between East and West") at the Museu Nacional de Arte Antiga in Lisbon.
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Die Welt als Würfel. 5000 Jahre Glück im Spiel, Apr 2022
Introductory essay in German and English to the exhibition catalogue about the origins of dice an... more Introductory essay in German and English to the exhibition catalogue about the origins of dice and the history of dice games
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Béla Kapossy, Béatrice Lovis (éds.), Edward Gibbon et Lausanne - Le pays de Vaud à la rencontre des Lumières européennes, Apr 2022
Dans la seconde moitié du XVIIIe siècle, le jeu était une nécessité sociale à laquelle il était d... more Dans la seconde moitié du XVIIIe siècle, le jeu était une nécessité sociale à laquelle il était difficile d’échapper. Dans le chef-lieu vaudois, l’élite avait pour habitude de se réunir les après-midis autour de tables de jeu. De nombreux écrits – correspondances, journaux personnels, récits viatiques – en témoignent ; les voyageurs relèvent volontiers cette manie lausannoise, jugée souvent excessive. Celles et ceux qui voulaient s’intégrer dans les assemblées choisies avaient tout intérêt à s’adonner à ce passe-temps, contrainte à laquelle a dû se soumettre aussi Edward Gibbon lors de ses séjours en 1763-1764 et 1783-1793. C’est ainsi que l’historien apprend divers jeux, tels que le tressette, le reversis ou le piquet, sans oublier le whist qui, selon lui, était « si nécessaire à l'existence d'un Lausannois de naissance ».
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null ouvert. Magazin für analoge Spielkultur, 2021
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Carè, Barbara, Dasen, Véronique and Schädler, Ulrich. "Back to the Game: Reframing Play and Games in Context", Board Game Studies Journal, vol.16, no.1, 2022
Several marble slabs fashioned like game boards for XII scripta/Alea come from Christian catacomb... more Several marble slabs fashioned like game boards for XII scripta/Alea come from Christian catacombs in Rome. Often deliberately cut or fragmented, they were used as funeral slabs. The general opinion is that these game boards have found a secondary use in the funeral context. The present paper presents a critical discussion of this interpretation. The slabs differ in several details from real game boards. Moreover, the inscriptions often betray a distinctive funeral character. Game boards for this game consist of three rows of two groups of six squares, their structure thus being identical to the poetic form of a hexagram. It appears that in Late Antiquity, the hexagram was particularly popular as a formula for funerary inscriptions. Moreover, the symbolic meaning of the XII scripta/Alea game favoured its use in sepulchral contexts. It seems therefore that at least a certain number, if not most of these "game" boards, were produced as funeral slabs and never used before as game boards in the home of the living.
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Spiel und Bürgerlichkeit Passagen des Spiels I, 2010
Introduction to the volume by Ernst Strouhal and Ulrich Schädler
Bis heute bleibt das Spiel al... more Introduction to the volume by Ernst Strouhal and Ulrich Schädler
Bis heute bleibt das Spiel als Metapher wie als konkrete performative Praxis des Menschen ambivalent: Es ist ebenso Gegenwentwurf wie Teild er Wirklichkeit, es erscheint als Ursprung aller Kultur, wie Johan Huizinga in seinem einflussreichen "Homo ludens" vermutet, und zugleich als ihr Produkt; Spiel kann als Gegensatz zu Arbeit betrachtet werden wie umgekehrt -- im Wiederholungsmoment der mechanisch anmutenden Bewegung des Spielers -- als "Nachbild unfreier Arbeit" (Adorno 1973).
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Papers by Ulrich Schädler
as the Western Empire collapsed and Rome’s centre of gravity moved fully to Constantinople. The paper draws together evidence from sites across the various
frontier zones, including Clickimin in the Orkneys, Stanway in England, Vimose and Brøndsager in Denmark and Poprad in Slovakia as well as the
well-known sites in Germany (Leuna, Gommern, Neudorf-Bornstein, Heiligenhafen etc ) and Poland (Pielgrzymono, Zgliczyn Pobodzy, Zakrzów etc. ).
The purpose is to explore the ways board games moved across the frontier, the cultural interactions they were part of (military, diplomatic, trade and exchange) and ideas around the innovations indigenous communities are imagined having made to these games. Thus, the coverage will include how some of these games may consequently have
changed, and in several cases ‘returned’ to their Roman roots with population movements through the second half of the first millennium AD, including
the Langobards, the Alemanni, the Vikings and the Normans
The survey encompassed two archaeological sites:
the area of the Graeco-Roman town on the one hand and the Ayasoluk hill on the other. The main questions considered in this chapter are: which of the pavement signs and markings were used for playing games? Which were the games played in these public spaces? Is there a difference between the games played in the Graeco-Roman town and in the Byzantine and later settlement on the Ayasoluk?
The author presented some of the aspects discussed here in numerous papers given on various occasions during the last 15 years, but these ideas and data are
presented here in print for the first time.
Bis heute bleibt das Spiel als Metapher wie als konkrete performative Praxis des Menschen ambivalent: Es ist ebenso Gegenwentwurf wie Teild er Wirklichkeit, es erscheint als Ursprung aller Kultur, wie Johan Huizinga in seinem einflussreichen "Homo ludens" vermutet, und zugleich als ihr Produkt; Spiel kann als Gegensatz zu Arbeit betrachtet werden wie umgekehrt -- im Wiederholungsmoment der mechanisch anmutenden Bewegung des Spielers -- als "Nachbild unfreier Arbeit" (Adorno 1973).
as the Western Empire collapsed and Rome’s centre of gravity moved fully to Constantinople. The paper draws together evidence from sites across the various
frontier zones, including Clickimin in the Orkneys, Stanway in England, Vimose and Brøndsager in Denmark and Poprad in Slovakia as well as the
well-known sites in Germany (Leuna, Gommern, Neudorf-Bornstein, Heiligenhafen etc ) and Poland (Pielgrzymono, Zgliczyn Pobodzy, Zakrzów etc. ).
The purpose is to explore the ways board games moved across the frontier, the cultural interactions they were part of (military, diplomatic, trade and exchange) and ideas around the innovations indigenous communities are imagined having made to these games. Thus, the coverage will include how some of these games may consequently have
changed, and in several cases ‘returned’ to their Roman roots with population movements through the second half of the first millennium AD, including
the Langobards, the Alemanni, the Vikings and the Normans
The survey encompassed two archaeological sites:
the area of the Graeco-Roman town on the one hand and the Ayasoluk hill on the other. The main questions considered in this chapter are: which of the pavement signs and markings were used for playing games? Which were the games played in these public spaces? Is there a difference between the games played in the Graeco-Roman town and in the Byzantine and later settlement on the Ayasoluk?
The author presented some of the aspects discussed here in numerous papers given on various occasions during the last 15 years, but these ideas and data are
presented here in print for the first time.
Bis heute bleibt das Spiel als Metapher wie als konkrete performative Praxis des Menschen ambivalent: Es ist ebenso Gegenwentwurf wie Teild er Wirklichkeit, es erscheint als Ursprung aller Kultur, wie Johan Huizinga in seinem einflussreichen "Homo ludens" vermutet, und zugleich als ihr Produkt; Spiel kann als Gegensatz zu Arbeit betrachtet werden wie umgekehrt -- im Wiederholungsmoment der mechanisch anmutenden Bewegung des Spielers -- als "Nachbild unfreier Arbeit" (Adorno 1973).
In accordance with the legendary-long existence of Board Game Studies, this year's theme is "Myths and Legends" in board games, but not only...
or contact boardgamestudies2015@gmail.com
La première débute avec une visite de l’exposition au Musée Suisse du Jeux : Veni, vidi, ludique : Jouer avec l’Antiquité, avec deux conférences qui poseront la problématique du colloque, à la recherche d’une définition de la notion de koinè ou culture ludique et des méthodes permettant de définir l’identité culturelle par le jeu.
La deuxième journée est consacrée aux jeux pratiqués dans l’Empire romain. Les communications concernent la diffusion de jeux « romains » auprès de peuples romanisés, et à l’inverse l’introduction de jeux « étrangers » dans l’Empire romain.
Elles chercheront à répondre aux questions suivantes :
- à quoi joue la population romanisée de l’Empire? Adoptent-ils des jeux dits « romains »? Ou, à l’inverse, continuent-ils de pratiquer leurs propres jeux, et si oui, lesquels?
- quelles sont les traces archéologiques de jeux « non-romains » dans l’empire romain? Peut-on évaluer leur importance culturelle? La culture ludique fait partie de la construction de l’image de l’Autre. Au-delà du discours littéraire, peut-on retrouver les traces de contacts ludiques entre peuples romains/non-romains dans les grandes villes de l’Empire, comme Ephèse ou Antioche, ou aux frontières (Gaule, Germanies …).
La troisième journée est consacrée aux modes de transmission des jeux. Quels sont les vecteurs des pratiques ludiques, les soldats, les commerçants, les saltimbanques ? et comment se transforment les pratiques avec le christianisme jusqu’à l’époque moderne ?
Les différentes formes d’une koinè ludique en Méditerranée seront ainsi abordées en tentant de saisir les interactions de différentes cultures au travers des jeux, entre réception et interdictions, continuités et discontinuités.
Publication en préparation (Rennes, PUR).
Des jeux de l’Antiquité aux jeux vidéos, la culture ludique livre en modèle réduit les règles de la société qui la produit. Hier comme aujourd’hui, jouer projette de manière virtuelle dans l’avenir et dévoile les compétences qu’une société entend valoriser. L’étude des pratiques ludiques permet ainsi de saisir la façon de penser les rapports de genre, entre fille et garçon, femme et homme, avec différents paramètres qui varient selon les époques, comme le statut social et l’âge. Omniprésents dans la vie quotidienne, les jeux et jouets offrent une clé de lecture des normes genrées et sexuées d’une société. Différentes grilles de lecture seront abordées, en particulier sur la valeur différentielle des jeux selon l’utilisateur/trice («jeux de garçons», «jeux de filles») et les différentes formes de sociabilité développées.
Les cours axés sur la théorie seront complétés par des études de cas concernant différentes périodes, de l’Antiquité à l’époque contemporaine. L’ensemble du module se déroulera dans la salle de séminaire du Musée suisse du jeu à la Tour-de-Peilz afin de favoriser une réflexion plus large et plus concrète sur les enjeux sociétaux de la sphère ludique. Un créateur de jeu de société (Five tribes, Sobek, Mr. Jack, Cyclades …), M. Bruno Cathala, viendra partager son expérience sur les pratiques actuelles et leurs dimensions genrées. Le vendredi se terminera avec la mise en pratique d’un jeu.
Interview von Sebastian Wenzel im und über das Schweizer Spielmuseum
Free download on Appstore:
https://itunes.apple.com/app/astragales/id703369016?mt=8&l=fr
Realised for the exhibition Veni, vidi, ludique (SNF Agora project), Roman Museum, Nyon, Swiss Museum of Games, La Tour-de-Peilz, Roman Museum, Vallon
venividiludique.ch
https://www.youtube.com/watch?v=vl7a9zySKOg
7 short movies realised by François Vermot for the exhibition Veni,vidi, ludique (SNF Agora project), 2014-2016, Roman Museum, Nyon, Swiss Museum of Games, La Tour-de-Peilz, Roman Museum, Vallon.
Scientific direction: Véronique Dasen and Ulrich Schädler
Realisation: François Vermot
Music: Raphael Tuor
On view in the exhibition veni, vidi, ludique.
See all: http://www.francoisvermot.ch/veni-vidi-ludique/
• Pentelitha
• Pleistobolinda
• Omilla
• Nuces castellatae
• Nuces
• Tropa or Orca
• Marbles
https://www3.unifr.ch/alma-georges/articles/2015/quand-les-profs-creent-des-jeux
Café scientifique « Jeux interdits » le 9 décembre 2015 Université de Fribourg, entre 12h15 et 14h30.
Malgré l’abondance de témoignages, le matériel conservé est souvent fragmentaire et dispersé, occulté par la perception occidentale moderne des jeux comme des passe-temps futiles.
En déconstruisant la complexité des pratiques ludiques antiques, cet ouvrage met en lumière l’intersection des jeux avec la vie sociale, culturelle et religieuse dans l’Antiquité, et livre une perspective nouvelle sur un aspect jusqu’ici négligé de l’histoire humaine.
In her present study, Francesca Berti combines both aspects, the intercultural and the educational. What makes her work special is that it is based on years of practical experience. During many years of collaboration with the Tocatì – International Street Games Festival, which the Associazione Giochi Antichi organises every year in Verona, she got to know game cultures of different countries.
She describes and analyses her practical experiences and first theoretical considerations and develops theoretical foundations for intercultural game-based learning from them.
Donc : Mise + tirage au sort = jeu.
Dans l'Antiquité, à notre connaissance, les tirages au sort n'ont jamais été pratiqués comme un jeu. Les loteries au sens défini ici n'apparaissent qu'à la fin du Moyen Âge. L'invention révolutionnaire vient de Gênes, ville également riche en innovations dans d'autres domaines financiers. Et elle s'établit assez rapidement dans d'autres régions et villes européennes.
Les loteries reflètent des aspects essentiels de la vie économique et sociale à une époque donnée. Jusqu’aujourd’hui elles sont imprégnées des ambigüités, qui tournent autour les relations entre l’argent, le mérite, le travail, la fortune et le bonheur. C’est ainsi que dès leur naissance au Moyen Âge, les loteries ont enrichi le monde du jeu. La publication de ce livre vise à résumer l’histoire ainsi que l’évolution récente des loteries en Suisse dans le contexte Européen à l’heure actuelle.
include the games of chess and backgammon. our knowledge of other board games remains scanty. The study of ancient games relies on archeological material which is supplemented by data from epigraphic and iconographic sources, and direct evidence is lacking in most cases.
- Der Spieleexperte Chris Melzer schaut auf die Ursprünge des Monopoly zurück.
- Der Mathematiker und Spielentwickler Jörg Bewersdorff erläutert den Einfluss der Mathematik auf Spiele wie Monopoly.
- Der Archäologe und Ludograph Ulrich Schädler blickt zurück auf die Anfänge des Spielens in der menschlichen Entwicklungsgeschichte.
- Deutschlandfunk-Nova-Geschichtsexperte Matthias von Hellfeld erläutert, wie aus "The Landlord's Game" "Monopoly" wird.
- Deutschlandfunk-Nova-Reporter Martin Krinner erinnert an die Erfinderin des Spiels Elisabeth Maggie Philipps.