Building Imaginary Worlds

Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development ...

Building Imaginary Worlds

Author: Mark J.P. Wolf

Publisher: Routledge

ISBN: 1136220801

Page: 394

View: 696

Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer’s Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation’s relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.

Exploring Imaginary Worlds

From The Brothers Karamazov to Star Trek to Twin Peaks, this collection explores a variety of different imaginary worlds both historic and contemporary.

Exploring Imaginary Worlds

Author: Mark J.P. Wolf

Publisher: Routledge

ISBN: 0429516061

Page: 244

View: 145

From The Brothers Karamazov to Star Trek to Twin Peaks, this collection explores a variety of different imaginary worlds both historic and contemporary. Featuring contributions from an interdisciplinary and international group of scholars, each essay looks at a particular imaginary world in-depth, and world-building issues associated with that world. Together, the essays explore the relationship between the worlds and the media in which they appear as they examine imaginary worlds in literature, television, film, computer games, and theatre, with many existing across multiple media simultaneously. The book argues that the media incarnation of a world affects world structure and poses unique obstacles to the act of world-building. The worlds discussed include Nazar, Barsetshire, Skotopogonievsk, the Vorkosigan Universe, Grover’s Corners, Gormenghast, Collinsport, Daventry, Dune, the Death Gate Cycle universe, Twin Peaks, and the Star Trek galaxy. A follow-up to Mark J. P. Wolf ’s field-defining book Building Imaginary Worlds, this collection will be of critical interest to students and scholars of popular culture, subcreation studies, transmedia studies, literature, and beyond.

Revisiting Imaginary Worlds

Including essays written by world-builders A.K. Dewdney and Alex McDowell and offering critical analyses of popular worlds such as those of Oz, The Lord of the Rings, Star Trek, Star Wars, Battlestar Galactica, and Minecraft, Revisiting ...

Revisiting Imaginary Worlds

Author: Mark J.P. Wolf

Publisher: Routledge

ISBN: 1317375939

Page: 376

View: 389

The concept of world and the practice of world creation have been with us since antiquity, but they are now achieving unequalled prominence. In this timely anthology of subcreation studies, an international roster of contributors come together to examine the rise and structure of worlds, the practice of world-building, and the audience's reception of imaginary worlds. Including essays written by world-builders A.K. Dewdney and Alex McDowell and offering critical analyses of popular worlds such as those of Oz, The Lord of the Rings, Star Trek, Star Wars, Battlestar Galactica, and Minecraft, Revisiting Imaginary Worlds provides readers with a broad and interdisciplinary overview of the issues and concepts involved in imaginary worlds across media platforms.

The Routledge Companion to Imaginary Worlds

The Routledge Companion to Imaginary Worlds offers new approaches to imaginary worlds as an art form and cultural phenomenon, explorations of the technical and creative dimensions of world-building, and studies of specific worlds and ...

The Routledge Companion to Imaginary Worlds

Author: Mark J.P. Wolf

Publisher: Routledge

ISBN: 1317268288

Page: 446

View: 720

This companion provides a definitive and cutting-edge guide to the study of imaginary and virtual worlds across a range of media, including literature, television, film, and games. From the Star Trek universe, Thomas More’s classic Utopia, and J. R. R. Tolkien’s Arda, to elaborate, user-created game worlds like Minecraft, contributors present interdisciplinary perspectives on authorship, world structure/design, and narrative. The Routledge Companion to Imaginary Worlds offers new approaches to imaginary worlds as an art form and cultural phenomenon, explorations of the technical and creative dimensions of world-building, and studies of specific worlds and worldbuilders.

World Builders on World Building

With contributions from a distinguished group of world-builders, including academics, writers, and designers, this anthology of essays describes the process and discusses the nature of subcreation and the construction of worlds.

World Builders on World Building

Author: Mark J.P. Wolf

Publisher: Routledge

ISBN: 0429516010

Page: 158

View: 657

With contributions from a distinguished group of world-builders, including academics, writers, and designers, this anthology of essays describes the process and discusses the nature of subcreation and the construction of worlds. From Oz to MUD, Walden to Rockall, all the worlds featured in this volume share one thing in common: they began in someone’s imagination, grew from there, and became worlds built with the assistance of multiple authors and a variety of different ideas and media, including designs, imagery, sound, music, stories, and more. The book examines this development, with examples and discussions pertaining to the process and the final product of the building of imaginary worlds, including some transmedial worlds. World-Builders on World-Building is a fascinating deep dive into the practical problems of world-building as well as its theoretical aspects. It is ideal for students, scholars, and even practitioners interested in media studies, game studies, subcreation studies, franchise studies, transmedia studies, and pop culture.

The Routledge Companion to Media Technology and Obsolescence

While so many books on technology look at new advances and digital technologies, The Routledge Companion to Media Technology and Obsolescence looks back at analog technologies that are disappearing, considering their demise and what it says ...

The Routledge Companion to Media Technology and Obsolescence

Author: Mark J.P. Wolf

Publisher: Routledge

ISBN: 1315442663

Page: 402

View: 559

While so many books on technology look at new advances and digital technologies, The Routledge Companion to Media Technology and Obsolescence looks back at analog technologies that are disappearing, considering their demise and what it says about media history, pop culture, and the nature of nostalgia. From card catalogs and typewriters to stock tickers and cathode ray tubes, contributors examine the legacy of analog technologies, including those, like vinyl records, that may be experiencing a resurgency. Each essay includes a brief history of the technology leading up to its peak, an analysis of the reasons for its decline, and a discussion of its influence on newer technologies.

30 Days of Worldbuilding

Overwhelmed by creating fantasy worlds? Lost in your world? Unsure where to go next? 30 Days of Worldbuilding breaks the task into manageable chunks. By following 30 creative prompts, this book will guide you from idea, to full world.

30 Days of Worldbuilding

Author: A. Trevena

Publisher:

ISBN: 9781677313129

Page: 98

View: 480

Overwhelmed by creating fantasy worlds? Lost in your world? Unsure where to go next? 30 Days of Worldbuilding breaks the task into manageable chunks. By following 30 creative prompts, this book will guide you from idea, to full world. This workbook will help you to: Break the epic task of worldbuilding into easy steps Build a full and complete world with prompts you may not have thought of Tie your worldbuilding into your story to increase tension and conflict Bring your worldbuilding back to your characters to get your readers hooked This book also includes a bonus lesson on building magic systems that work. By completing just one prompt each day, you can have a fully created fantasy world in a month. You will also have an invaluable book of worldbuilding notes to keep beside you as you write. Get 30 Days of Worldbuilding today, and stop getting lost in your world. Available as both an ebook Guidebook and a paperback Workbook with space for answering each prompt.

The World of Mister Rogers Neighborhood

This book illuminates and examines the world of Mister Rogers' Neighborhood through world design, narrative, genre, form, content, authorship, reception and more.

The World of Mister Rogers    Neighborhood

Author: Mark J P Wolf

Publisher: Routledge

ISBN: 1351615017

Page: 108

View: 777

Unlike many children’s television shows, Mister Rogers’ Neighborhood did more than simply entertain or occupy children’s attention. The show educated them in the affective domain, encouraging such things as appreciation for difference, collaboration, self-expression, and self-worth. It also introduced them to the areas of culture, art, and music through guests, trips, art objects and processes, and demonstrations, making it accessible and meaningful in a way that a child could understand. While the educational content of children’s television programming has improved greatly since the late 1960s, no other children’s program has ever attempted such a mix of high art, low art, folk art, industrial production, learning in the affective and social domains, and more, all with a whimsical sense of humor, insight, and a level of interconnected detail unmatched by any other children’s television program. This book illuminates and examines the world of Mister Rogers' Neighborhood through world design, narrative, genre, form, content, authorship, reception and more.

Writing Great Fiction

Show, don't tell is the mantra of many writing workshops. But what does this mean? Find out how to choose just the right detail to evoke a scene, develop a character, and advance your story.

Writing Great Fiction

Author:

Publisher:

ISBN:

Page:

View: 855

Show, don't tell is the mantra of many writing workshops. But what does this mean? Find out how to choose just the right detail to evoke a scene, develop a character, and advance your story. After arming yourself with several strategies for "showing," you'll consider when it's OK to "tell."

World Building

This edited collection of original essays situates itself at the cutting edge of media theory, exploring imaginary worlds as forms of knowledge and forms of life.

World Building

Author: Marta Boni

Publisher: Amsterdam University Press

ISBN: 9048525314

Page:

View: 352

This edited collection of original essays situates itself at the cutting edge of media theory, exploring imaginary worlds as forms of knowledge and forms of life. By exploring the concept of worlds from theoretical and practical perspectives, this book puts forward a unique and original starting point for rethinking media theory, going beyond the notion of communication and understanding the role of worlds in interaction rituals as well as the building of values and meaning in contemporary society. In recent years, due to digital distribution and the integration of social networking and entertainment content, viewing strategies and narrative forms are undergoing important changes. Notably, we are faced with the rise of multi- platform conglomerates, in which film, television, Internet, graphic novels, toys, and virtual environments create heterogeneous yet compact universes, recognizable as brands and having a well-defined semiotic identity. Scholars are looking for new theoretical tools to understand the role of contemporary new media in these phenomena and the increasingly central place that viewers hold in exploring, mapping, interpreting and expanding story worlds. On the one hand, Internet networks are increasingly studied as the environment for the emergence of forms of consumption through fragments. As Henry Jenkins recently underlined, media become spreadable (Jenkins, Ford, Green 2013). On the other, the observation of production practices in the contemporary media sphere shows that, instead of being only fluid and ephemeral elements, media fragments sometimes converge in persistent and heterogeneous spaces built from multiple contributions and comparable to worlds. Media creators don't merely forge stories or characters. Instead, they build worlds: fictional worlds, character worlds, alternative worlds...

Imaginary World Of

A book of prompts to fill in and let your imagination and creativity run free.

Imaginary World Of

Author: Keri Smith

Publisher: Penguin

ISBN: 0399165258

Page: 192

View: 906

A book of prompts to fill in and let your imagination and creativity run free.

Imaginary Worlds

Now , in the autumn of 1968 I asked Margie “ a plenty lot ” about her school ,
about the building in contrast to the usual questions about the things going on
inside the building - the teachers , the lessons taught or not taught , the way
things are ...

Imaginary Worlds

Author: Richard Murphy

Publisher:

ISBN:

Page: 110

View: 370

Imaginary Worlds

In America , Hal Clement , James Blish , L . Sprague de Camp and others have
detailedly stated the proper methods for building up a non - solar imaginary
planet . . . it will certainly have a different biology . . . but science fiction is not
fantasy ...

Imaginary Worlds

Author: Lin Carter

Publisher:

ISBN:

Page: 278

View: 367

History and literary criticism of works of fantasy, chiefly of fantasies written for adults. Includes techniques for fantasy writers.

The Complete Art of World Building

This how-to guide will make readers a master of inventing imaginary worlds and help a setting stand out from the multitude of fantasy and SF worlds audiences see.

The Complete Art of World Building

Author: Randy Ellefson

Publisher:

ISBN: 9781946995414

Page:

View: 573

Creating a unique, immersive setting one world at a timeA guide for authors, gamers, and hobbyistsThe Complete Art of World Building brings together the first three volumes in The Art of World Building series. This how-to guide will make readers a master of inventing imaginary worlds and help your setting stand out from the multitude of fantasy and SF worlds audiences see. Creating Life (#1) teaches readers how to create gods, species/races, plants, animals, monsters, and even undead. Creating Places (#2) teaches how to create planets, moons, continents, mountains, forests, deserts, bodies of water, sovereign powers, settlements, and interesting locales. Learn the different government types, how climate impacts vegetation, and consistently calculate how long it takes to travel by horse, wagon, sailing vessels, or even dragon. Cultures and Beyond (#3) teaches how to create cultures, monetary systems, military groups, religions, the supernatural, systems of magic, magic items, names, and more. Learn what kind of files you'll need to create, how to organize them.The series draws on author Randy Ellefson's quarter century of world building experience and will quickly turn a beginner into an expert, making a time consuming project more fun, easier, and faster. Ellefson shares his experiences, lessons learned, and insights, including how much of your creations can realistically be mentioned during storytelling, how far creators should go, and what the benefits/risks to each approach might be. Elevate your work above the competition.

Science Fiction Fantasy and Politics

This book examines the complex ways in which these popular storyworlds offer valuable conceptual tools for anti-capitalist participatory politics.

Science Fiction  Fantasy  and Politics

Author: Dan Hassler-Forest

Publisher: Rowman & Littlefield

ISBN: 1783484942

Page: 246

View: 598

From Tolkien to Star Trek and from Game of Thrones to The Walking Dead, imaginary worlds in fantastic genres offer highly detailed political worlds beyond capitalism. This book examines the complex ways in which these popular storyworlds offer valuable conceptual tools for anti-capitalist participatory politics.

The A Zs of Worldbuilding

In The A-Zs of Worldbuilding, that 'what if' process is broken down into 26 themed chapters, covering topics ranging from architecture to zoology.

The A Zs of Worldbuilding

Author: Rebekah Loper

Publisher:

ISBN: 9780692850558

Page: 252

View: 165

Worldbuilding is the ultimate act of creation for speculative fiction writers, but how exactly do you worldbuild? You ask 'what if' and use each answer as a springboard to more questions and answers about your fictional world. In The A-Zs of Worldbuilding, that 'what if' process is broken down into 26 themed chapters, covering topics ranging from architecture to zoology. Each chapter includes a corresponding set of guided exercises to help you find the 'what if' questions relevant to your story's world. Fair warning, though: worldbuilding is addictive. Once you get started, you might never put your pen down again.

Negotiating the New in the French Novel

In Negotiating the New in the French Novel Teresa Bridgeman applies insights from pragmatic theory to the French novel in order to examine its discourse conventions.

Negotiating the New in the French Novel

Author: Teresa Bridgeman

Publisher: Routledge

ISBN: 1134790066

Page: 288

View: 548

In Negotiating the New in the French Novel Teresa Bridgeman applies insights from pragmatic theory to the French novel in order to examine its discourse conventions. Focussing on texts by some of the greatest and most innovative French novelists - Diderot, Balzac, Flaubert, Zola, Celine, Sarraute and Perec - Bridgeman analyses how these authors established their own conventions, challenged reader expectations and drew conventions from other literary and non-literary forms. Negotiating the New in the French Novel shows the development of changing perceptions of genre, author and reader. This book will make fascinating reading for students of French literature - particularly of the nineteenth century novel, students of Stylistics and of Narratology.

Writing Science Fiction and Fantasy

Leading authors in the field discuss the principles of storytelling, the mechanics of building imaginary worlds, and the business of writing

Writing Science Fiction and Fantasy

Author: Gardner R. Dozois

Publisher: St Martins Press

ISBN: 9780312060039

Page: 264

View: 639

Leading authors in the field discuss the principles of storytelling, the mechanics of building imaginary worlds, and the business of writing

Queneau s Fictional Worlds

Nina Bastin. An Introduction to Horizontal and Vertical World - Play The aim of
Part One of this book was to demonstrate that there are specific features of
Queneau ' s novels whose disruptive effect upon fictional world - building has not
been ...

Queneau s Fictional Worlds

Author: Nina Bastin

Publisher: Peter Lang Gmbh, Internationaler Verlag Der Wissenschaften

ISBN: 9783906768328

Page: 291

View: 465

Queneau's novels are extremely popular for their wit and linguistic ingenuity but they also pose a serious challenge to the reader's reconstruction of the fictional world, which can often go unrecognised. This study takes us back to the fundamental elements of Queneau's worlds, demonstrating how his idiosyncratic style can affect the reader's mental processing of the text ('world-building'). It also demonstrates the internal organisation of Queneau's fictional worlds. Drawing on cognitive discourse models and the philosophical notion of 'possible worlds', the book provides both comparative and general analysis of Queneau's novels and case studies of Le Vol d'Icare, Les Fleurs bleues, and Loin de Rueil, exposing the resistance that these worlds present to stable cognitive reconstruction, notably through the subversion of world boundaries ('world-play'), and the positing of impossible spaces ('heterotopiae').