<!CDATATranscending arguments over the definition of fantasy literature, Rhetorics of Fantasy introduces a provocative new system of classification for the genre. Utilizing nearly two hundred ...examples of modern fantasy, author Farah Mendlesohn uses this system to explore how fiction writers construct their fantastic worlds. Mendlesohn posits four categories of fantasy--portal-quest, immersive, intrusion, and liminal--that arise out of the relationship of the protagonist to the fantasy world. Using these sets, Mendlesohn argues that the author's stylistic decisions are then shaped by the inescapably political demands of the category in which they choose to write. Each chapter covers at least twenty books in detail, ranging from nineteenth-century fantasy and horror to extensive coverage of some of the best books in the contemporary field. Offering a wide-ranging discussion and penetrating comparative analysis, Rhetorics of Fantasy will excite fans and provide a wealth of material for scholarly and classroom discussion.
Includes discussion of works by over 100 authors, including Lloyd Alexander, Peter Beagle, Marion Zimmer Bradley, John Crowley, Stephen R. Donaldson, Stephen King, C. S. Lewis, Gregory Maguire, Robin McKinley, China Mieville, Suniti Namjoshi, Philip Pullman, J. K. Rowling, Sheri S. Tepper, J. R. R. Tolkien, Tad Williams>
Urban fantasy, the genre of fantastic literature in which magic and monsters meet modern society, is fairly young but has old roots. Stefan Ekman’s book, Urban Fantasy: Exploring Modernity through ...Magic, examines the genre in depth, including its inherent social commentary, its historical development, and its interplay between modernity and the fantastic. The author draws on a wide range of urban fantasy texts from five decades, combining detailed analysis of dozens of novels and other media with broad discussions to provide a comprehensive understanding of the genre across three sections. The first section presents an overview of what the genre looks like today—both in terms of its common traits and its variety of settings—and how it has developed over time, including the history of urban fantasy scholarship. The second section examines urban fantasy’s core concern with the unseen, for example through a focus on unseen individuals overlooked by society or hiding within it, and on ignored urban spaces or labyrinthine undergrounds. The third section addresses how urban fantasy explores the relationship between the supernatural and modernity. Ekman offers readings of fiction by Ben Aaronovitch, Lauren Beukes, P. Djelí Clark, Charles de Lint, Neil Gaiman, Max Gladstone, Kim Harrison, N.K. Jemisin, and Megan Lindholm, among others. Urban Fantasy will appeal to teachers and students of the fantastic as well as to urban fantasy enthusiasts and literary scholars. Ekman illuminates the genre’s evolution and defining traits, inviting readers to rethink urban fantasy as a creative tool for using magic to explore modernity.
World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that had more ...inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants. In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes. Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer.
When Lieutenant Uhura took her place on the bridge of the Starship Enterprise on Star Trek, the actress Nichelle Nichols went where no African American woman had ever gone before. Yet several decades ...passed before many other black women began playing significant roles in speculative (i.e., science fiction, fantasy, and horror) film and television—a troubling omission, given that these genres offer significant opportunities for reinventing social constructs such as race, gender, and class. Challenging cinema’s history of stereotyping or erasing black women on-screen, Where No Black Woman Has Gone Before showcases twenty-first-century examples that portray them as central figures of action and agency. Writing for fans as well as scholars, Diana Adesola Mafe looks at representations of black womanhood and girlhood in American and British speculative film and television, including 28 Days Later, AVP: Alien vs. Predator, Children of Men, Beasts of the Southern Wild, Firefly, and Doctor Who: Series 3. Each of these has a subversive black female character in its main cast, and Mafe draws on critical race, postcolonial, and gender theories to explore each film and show, placing the black female characters at the center of the analysis and demonstrating their agency. The first full study of black female characters in speculative film and television, Where No Black Woman Has Gone Before shows why heroines such as Lex in AVP and Zoë in Firefly are inspiring a generation of fans, just as Uhura did.
Ultima and World-Building in the Computer Role-Playing Game is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its ...lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series’ storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima’s celebrated brand of role-playing to fruition. This book first considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima’s reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements offered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles amplified its immersive hold and how the series’ legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games’ production history and mechanics while media studies and game scholars will find Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design.
Fantasy proneness (FP; the tendency to immersion in imagination) is linked to psychopathology and suggested to be a maladaptive coping strategy. However, some evidence suggests it can be a positive ...trait. We examined whether the FP-emotional distress relationship is mediated by coping strategy. Participants completed the Depression, Anxiety and Stress Scale, the Cognitive Emotion Regulation Questionnaire measure of coping strategies, the Creative Experiences Questionnaire FP scale (Study 1; N = 248) and the newly developed Fantasy Questionnaire which measures fantasy across two subscales, creative and imaginative (Study 2; N = 208). In Study 1, FP presented positive associations with emotional distress, with maladaptive coping strategies self-blame, rumination and catastrophizing, and with adaptive strategies positive refocussing, planning and positive reappraisal. Mediation indicated that self-blame and rumination partially accounted for the negative relationship between FP and distress, while positive refocussing ameliorated it. In Study 2, creative fantasy showed no relationship with distress, though imaginative fantasy was positively associated, with self-blame mediating the relationship. A tendency to fantasise can negatively influence psychological outcomes particularly in the presence of maladaptive coping. Our data support the suggestion that fantasy proneness is multi-componential and that not all aspects are linked to negative emotion.
•Fantasising is generally linked to psychopathology and maladaptive coping strategies.•Study 1 showed mediating effects of positive refocussing, rumination and self-blame.•In Study 2 imaginative, but not creative, fantasy was related to emotional distress.•We found a positive mediating effect of self-blame on this relationship.•Only certain types of fantasy are linked to negative emotions and poor coping.
Reveals the diversity crisis in children's and young adult media as not only a lack of representation, but a lack of imagination
Stories provide portals into other worlds, both real and imagined. The ...promise of escape draws people from all backgrounds to speculative fiction, but when people of color seek passageways into the fantastic, the doors are often barred. This problem lies not only with children’s publishing, but also with the television and film executives tasked with adapting these stories into a visual world. When characters of color do appear, they are often marginalized or subjected to violence, reinforcing for audiences that not all lives matter.
The Dark Fantastic is an engaging and provocative exploration of race in popular youth and young adult speculative fiction. Grounded in her experiences as YA novelist, fanfiction writer, and scholar of education, Thomas considers four black girl protagonists from some of the most popular stories of the early 21st century: Bonnie Bennett from the CW’s The Vampire Diaries , Rue from Suzanne Collins’s The Hunger Games , Gwen from the BBC’s Merlin , and Angelina Johnson from J.K. Rowling’s Harry Potter. Analyzing their narratives and audience reactions to them reveals how these characters mirror the violence against black and brown people in our own world.
In response, Thomas uncovers and builds upon a tradition of fantasy and radical imagination in Black feminism and Afrofuturism to reveal new possibilities. Through fanfiction and other modes of counter-storytelling, young people of color have reinvisioned fantastic worlds that reflect their own experiences, their own lives. As Thomas powerfully asserts, “we dark girls deserve more, because we are more.”