Play in Renaissance Italy. Peter Burke

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– if not the majority – of the most famous individuals who contributed to the movement, whether they were artists or scholars (the so-called ‘humanists’).

      Leading artists, including Leonardo (whose notebooks show that he also collected jokes), Raphael (whose playful cherubs have become iconic), Bronzino (whose comic poems show he was not as cold as his paintings may suggest), Giulio Romano (who made architectural jokes) and Arcimboldo (who invented visual puns), all produced images that were intended to provoke a laugh, or at least a smile. Even Michelangelo, often regarded as completely serious – either in agony or in ecstasy – had a sense of humour that was expressed in his poems (mocking himself at work on the Sistine ceiling) as well as in his art, and, according to legend, in practical jokes as well. He exchanged comic verses with the master of that genre at the time, Francesco Berni.1

      Insofar as the Renaissance was a movement of cultural innovation – sometimes disguised as renovation – some observations by psychologists may be illuminating. It has been suggested that innovation is encouraged by playing with ideas, trying out alternative solutions to a given problem. Dialogue is one form of this play, and printed dialogues, as well as oral ones, flourished in Italy at this time.3

      The third problem is the most complex and difficult of all. What is play? What has a fist-fight to do with a guessing game, a comedy or a parody? Among the many theorists of play who have wrestled with this question, I should like to single out three: a Dutchman, a Frenchman and a Russian.5

      What follows makes use of the work of all three theorists, but, unlike them, it is concerned not with universal principles of play but with its forms and roles in a specific culture in a specific period. Many games are international – more exactly, they have been internationalized. In contrast, fun or humour, like some wines, does not travel well. What is considered playful in a given culture or a given historical period may not be found amusing in another.

      However, as Huizinga for one was well aware, there are no fixed borders between play and the surrounding culture. ‘The contrast between play and seriousness is always fluid.’9 For example, what was a joke for the joker and the bystanders might be a deadly serious offence from the point of view of the victim. The satires of the Renaissance were playful in form but serious in content, aimed at the destruction of the person targeted. Popular protest often took place during festivals, especially Carnival, and it made use of carnivalesque forms such as cross-dressing, masks and joyous violence, but the goals of the protest were serious ones. Ambiguity was common and might even be the purpose of the game. The sixteenth-century garden of Bomarzo, to be discussed in Chapter 5, was filled with stone monsters and images of the underworld that probably provoked fear as well as laughter. One of the aims of the reformers of play was to eliminate ambiguities, drawing clear distinctions between what was playful and what was serious, as well as between what was permissible and what was not.

      In our own culture, most of us recognize playfulness most of the time, though not always – hence the frequency of the remark ‘just kidding!’. In the case of other cultures, past or present, recognition is more difficult. To assist in this task, we need to study the language of play in different times and places.

      The equivalent central term in Huizinga’s Dutch was spel. In the French of Caillois, it was jeu. In Italian, the central term was and is gioco, referring to a spectrum of meanings, from joy via jests, games and plays to insult and deceit, not forgetting sexual intercourse.10 The medieval Italian terms ludere and ludo were less frequent and had a more restricted meaning – more or less, ‘game’ (although the term ludicro, like the English ‘ludicrous’, reminds us of the links with humour). In this respect, Italian was the opposite of classical Latin, where ludus was the central term while the term iocus, like the English ‘joke’, was limited to wordplay.11

      As in English, the Italian keyword was surrounded by a periphery of associated terms. Some of these described the effects of play, frequently mentioned in the defences discussed in Chapter 4: effects such as allegria (‘joy’),

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