<!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.
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.
In this book, Blackford historicizes the appeal of the Persephone myth in the nineteenth century and traces figurations of Persephone, Demeter, and Hades throughout girls' literature of the ...nineteenth and twentieth centuries. She illuminates developmental patterns and anxieties in E. T. A. Hoffmann's Nutcracker and Mouse King, Louisa May Alcott's Little Women, Emily Brontë's Wuthering Heights, J. M. Barrie's Peter and Wendy, Frances Hodgson Burnett's The Secret Garden, E. B. White's Charlotte's Web, J. K. Rowling's Harry Potter and the Chamber of Secrets, Stephenie Meyer's Twilight, and Neil Gaiman's Coraline. The story of the young goddess's separation from her mother and abduction into the underworld is, at root, an expression of ambivalence about female development, expressed in the various Neverlands through which female protagonists cycle and negotiate a partial return to earth. The myth conveys the role of female development in the perpetuation and renewal of humankind, coordinating natural and cultural orders through a hieros gamos (fertility coupling) rite. Meanwhile, popular novels such as Twilight and Coraline are paradoxically fresh because they recycle goddesses from myths as old as the seasons. With this book, Blackford offers a consideration of how literature for the young squares with broader canons, how classics flexibly and uniquely speak through novels that enjoy broad appeal, and how female traditions are embedded in novels by both men and women.
The relationship between a reported history of trauma and dissociative symptoms has been explained in 2 conflicting ways. Pathological dissociation has been conceptualized as a response to antecedent ...traumatic stress and/or severe psychological adversity. Others have proposed that dissociation makes individuals prone to fantasy, thereby engendering confabulated memories of trauma. We examine data related to a series of 8 contrasting predictions based on the trauma model and the fantasy model of dissociation. In keeping with the trauma model, the relationship between trauma and dissociation was consistent and moderate in strength, and remained significant when objective measures of trauma were used. Dissociation was temporally related to trauma and trauma treatment, and was predictive of trauma history when fantasy proneness was controlled. Dissociation was not reliably associated with suggestibility, nor was there evidence for the fantasy model prediction of greater inaccuracy of recovered memory. Instead, dissociation was positively related to a history of trauma memory recovery and negatively related to the more general measures of narrative cohesion. Research also supports the trauma theory of dissociation as a regulatory response to fear or other extreme emotion with measurable biological correlates. We conclude, on the basis of evidence related to these 8 predictions, that there is strong empirical support for the hypothesis that trauma causes dissociation, and that dissociation remains related to trauma history when fantasy proneness is controlled. We find little support for the hypothesis that the dissociation-trauma relationship is due to fantasy proneness or confabulated memories of trauma.