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E-awase

From Wikipedia, the free encyclopedia
Japanese game

E-awase
絵合
AnUkiyo-e print fromUtagawa Kuniyoshi’s e-awase series. The image depicts Tamatori,Fujiwara no Kamatari’s driver, fighting an octopus, 1845-6
Years activeKamakura period
Players2 teams
SkillsPainting

E-awase (絵合,painting contest) was a pastime popular amongJapanese nobles during theKamakura period,[1] although its history dates back to theHeian.[2]

In ane-awase contest, participants were divided into two teams,[1] and created paintings on a predetermined topic, which were then judged by their peers,[3] as in the olderuta-awase poetry contests.[4] It was a popular entertainment at parties and social gatherings.[5] Ane-awase contest of this type appears inThe Tale of Genji, forming the central theme of chapter 17.[6]

An alternative version of the picture contest was simpler, with players matching or associating pre-painted images.[7] This was a development of an older game known askai-awase (貝合 "shell matching"). Matching scenes would be painted on the inner surfaces of a number of clam shells; these would then be spread on the floor, image side down, and turned over by competitors who would attempt to match the corresponding images.[8]

References

[edit]
  1. ^abLouis Frédéric (2002).Japan Encyclopedia. Harvard University Press.ISBN 978-0-674-01753-5. Retrieved11 May 2012.
  2. ^Allen Hockley; Koryūsai Isoda (2003).The Prints of Isoda Koryūsai: Floating World Culture and Its Consumers in Eighteenth-century Japan. University of Washington Press. p. 50.ISBN 978-0-295-98301-1. Retrieved29 May 2012.
  3. ^Samuel L. Leiter (2002).A Kabuki Reader: History and Performance. M.E. Sharpe. p. 122.ISBN 978-0-7656-0704-1. Retrieved11 May 2012.
  4. ^Miyeko Murase; New York Public Library (1986).Tales of Japan: scrolls and prints from the New York Public Library. Oxford University Press. p. 57.ISBN 978-0-19-504020-3. Retrieved11 May 2012.
  5. ^Jacob Raz (1983).Audience and Actors: A Study of Their Interaction in the Japanese Traditional Theatre. Brill Archive. p. 67.ISBN 978-90-04-06886-5. Retrieved11 May 2012.
  6. ^Murasaki Shikibu (24 April 2003).The Tale of Genji. Penguin Books Limited. p. 561.ISBN 978-0-14-192796-1. Retrieved11 May 2012.
  7. ^Mary Flanagan (30 September 2009).Critical Play: Radical Game Design. MIT Press. p. 74.ISBN 978-0-262-06268-8. Retrieved29 May 2012.
  8. ^Asahi Shinbunsha (1996).Japan quarterly. Asahi Shimbun. p. 73. Retrieved29 May 2012.
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