英文摘要 |
This article examines two games that once dominated the world of leisure in China. It traces the origins and development of madiao and mahjong, the routes by which they spread, their impact on everyday life, and, most importantly, the controversial assessments of these games in elite discourse. The madiao card game, popular in the late Ming, and its successor, mahjong, which emerged in the late Qing, shared similar paths and a peculiar fate in the cultural history of Chinese recreations. They were pastimes originally enjoyed among the urban lower classes, but later spread from market towns to the central capital, and from the lower levels of society to the upper ones. Their popularity crossed social and gender boundaries. Once people entered the inviting world offered by these games, social and political distinctions temporarily melted away and the players united as homo ludens, equals as long as they honored the rules of game. Playing madiao and mahjong became a common pastime and a shared experience for countless Chinese from a wide variety of backgrounds. As madiao pervaded the daily life of the populace, including that of elite circles, it became a subject of controversy among the literati. Some enthusiasts devoted themselves to the project of elevating the quality of the game by refining or reforming its rules, and many manuals on the rules and tactics of the game were published to meet growing demand. Some enthusiasts even justified the merits of playing the game by comparing it to Confucian moral cultivation, and claimed that the game embodied the Confucian idea of ''studying the principle of things'' which could lead the master players eventually to acquire the means to ''pacify the realm under Heaven.'' Some conservatives, on the other hand, expressed their concern over people's addiction to what was at root a form of gambling and lamented the disruption of social norms the games inspired. After the collapse of the Ming dynasty, madiao was repeatedly indicted for compromising the ordered hierarchical ethics and for undermining social morality. Moreover, both the rules of the game as well as card designs were interpreted retrospectively as a series of evil portents foretelling dynastic collapse. Coincidently, the game of mahjong, originally a card game partially derived from madiao that evolved into a game played with tiles, also emerged at a time of turmoil: when the reigning Qing dynasty was teetering on the brink of collapse. Mahjong quickly became a craze all over China, and was avidly played everywhere, from squalid urban quarters to the imperial court. There were various attempts to promote mahjong as a more elevated type of entertainment. Some reformers even proposed using mahjong as an agent of ''popular enlightenment'' by remodeling the designs of tiles and revising the rules of the game. Yet moral conservatives worried that mass indulgence in this pernicious game would aggravate the already desperate condition of modem China. Some traced the emergence of the game to the Taiping Rebellion; some even figuratively joked that the Qing empire would eventually be dethroned by the mighty ''Mahjong king.'' Perhaps tinted with the West's fascination with exotic oriental cultures, mahjong became all the rage in the 1920s in the West and was promoted as the crystallization of ancient Chinese wisdom. This international mahjong craze in tum affected the Chinese perceptions of the game, and it was frequently referred to as the ''national game,'' the emblem of the ''national quintessence,'' or even the symbolic embodiment of ''national character.'' Yet most of these associations were arguably meant in the negative sense. A typical interpretation was to refer to the game to exemplify the Chinese egocentricity, disunity, and lack of cooperative spirit. Closely tied to the discourse that grew up around them, both the madiao of the late Ming and the mahjong of the late Qing were never viewed as mere games or simple diversions. They have always been under serious scrutiny, whether seen as a remedy to cure the people or a plague that cursed the nation. |