Building Imaginary Worlds

Building Imaginary Worlds PDF

Author: Mark J.P. Wolf

Publisher: Routledge

Published: 2014-03-14

Total Pages: 409

ISBN-13: 113622081X

DOWNLOAD EBOOK →

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.

Science Fiction Literature through History [2 volumes]

Science Fiction Literature through History [2 volumes] PDF

Author: Gary Westfahl

Publisher: Bloomsbury Publishing USA

Published: 2021-07-19

Total Pages: 814

ISBN-13: 1440866171

DOWNLOAD EBOOK →

This book provides students and other interested readers with a comprehensive survey of science fiction history and numerous essays addressing major science fiction topics, authors, works, and subgenres written by a distinguished scholar. This encyclopedia deals with written science fiction in all of its forms, not only novels and short stories but also mediums often ignored in other reference books, such as plays, poems, comic books, and graphic novels. Some science fiction films, television programs, and video games are also mentioned, particularly when they are relevant to written texts. Its focus is on science fiction in the English language, though due attention is given to international authors whose works have been frequently translated into English. Since science fiction became a recognized genre and greatly expanded in the 20th century, works published in the 20th and 21st centuries are most frequently discussed, though important earlier works are not neglected. The texts are designed to be helpful to numerous readers, ranging from students first encountering science fiction to experienced scholars in the field.

Angry Candy

Angry Candy PDF

Author: Harlan Ellison

Publisher: Courier Dover Publications

Published: 2016-10-20

Total Pages: 355

ISBN-13: 0486800385

DOWNLOAD EBOOK →

Winner of the World Fantasy Award for best short story collection, this volume by one of the most acclaimed authors of the 20th century takes an intense look at how the specter of death haunts everyday life.

Ellison Wonderland

Ellison Wonderland PDF

Author: Harlan Ellison

Publisher: Open Road Media

Published: 2014-04-29

Total Pages: 214

ISBN-13: 1497604710

DOWNLOAD EBOOK →

Tales of terror and wonder from a winner of the Nebula, Hugo, Edgar, Bram Stoker, and many other awards. Originally published in 1962 and updated in later decades with a new introduction, Ellison Wonderland contains sixteen masterful stories from the author’s early career. This collection shows a vibrant young writer with a wide‐ranging imagination, ferocious creative energy, devastating wit, and an eye for the wonderful and terrifying and tragic. Among the gems are “All the Sounds of Fear,” “The Sky Is Burning,” “The Very Last Day of a Good Woman,” and “In Lonely Lands.” Though they stand tall on their own merits, they also point the way to the sublime stories that followed soon after and continue to come even now, more than fifty years later.

The Essential Ellison

The Essential Ellison PDF

Author: Harlan Ellison

Publisher:

Published: 2005-10-06

Total Pages: 0

ISBN-13: 9781883398620

DOWNLOAD EBOOK →

Harlan Ellison is probably best known as a script writer for sci-fi and fantasy movies and TV series such as the original Outer Limits, The Hunger, Logan's Run, and Babylon Five. But his range is much broader than that, encompassing stories, novels, essays, reviews, reminiscences, plays, even fake autobiographies. The Essential Ellison, a special limited edition personally signed and numbered by Ellison, contains 74 unabridged works, including such classics as "A Boy and His Dog," "Xenogenesis," and "Mefisto in Onyx."

Boarding the Enterprise

Boarding the Enterprise PDF

Author: David Gerrold

Publisher: BenBella Books, Inc.

Published: 2016-05-17

Total Pages: 222

ISBN-13: 1942952155

DOWNLOAD EBOOK →

Rereleased for Star Trek: The Original Series ' 50th Anniversary, this in-depth analysis of the groundbreaking TV show features an updated introduction by Robert J. Sawyer and foreword by David Gerrold Trekkies and Trekkers alike will get starry-eyed over this eclectic mix of essays on the groundbreaking original Star Trek, one of the most culturally impactful TV shows of the last 50 years. Star Trek scriptwriters D. C. Fontana, David Gerrold, Norman Spinrad, and Howard Weinstein, science fiction writers including Allen Steele and Lawrence Watt-Evans, and various academics share behind-the-scenes anecdotes, discuss the show's enduring appeal and influence, and examine some of the classic features of the series. Inside: Communications and media theorist Paul Levinson shows how the unprecedented success of the "seventy-nine jewels" in syndication changed the way we look at television forever. Star Trek writer D. C. Fontana remembers Gene Roddenberry and what it was like on the set and behind the scenes. Hugo Award–winning author Allen Steele explores the strong science fiction tradition that made the show so great. Cultural theorist Eric Greene details the show's complex dialogue with the Vietnam War, highlighting the evolving stances on interventionist politics. Science fiction novelist DON Debrandt contends that the famously logical Spock isn't quite as rational as Star Trek's writers would have you believe. Scientist Robert A. Metzger proves that Scotty's ability to lie makes him the most valuable member of the Enterprise crew. Fanfiction author Melissa Dickinson explains why we still feel compelled to write our own stories about Kirk, Spock, and the rest of the show's memorable characters.

Second Person

Second Person PDF

Author: Pat Harrigan

Publisher: MIT Press

Published: 2010-01-22

Total Pages: 428

ISBN-13: 0262514184

DOWNLOAD EBOOK →

Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media." Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story—something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person—so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told—first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction—for the singular "you"—including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Façade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form.