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Building Imaginary Worlds: The Theory and History of Subcreation [Kõva köide]

(Concordia University Wisconsin, USA)
  • Formaat: Hardback, 408 pages, kõrgus x laius: 229x152 mm, kaal: 910 g, 20 Halftones, black and white
  • Ilmumisaeg: 01-Nov-2012
  • Kirjastus: Routledge
  • ISBN-10: 041563119X
  • ISBN-13: 9780415631198
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  • Formaat: Hardback, 408 pages, kõrgus x laius: 229x152 mm, kaal: 910 g, 20 Halftones, black and white
  • Ilmumisaeg: 01-Nov-2012
  • Kirjastus: Routledge
  • ISBN-10: 041563119X
  • ISBN-13: 9780415631198
Teised raamatud teemal:
Mark J.P. Wolfs 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 worldswhich are often transnarrative, transmedial, and transauthorial in natureare 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 Homers 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 subcreations 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.

Arvustused

"Building Imaginary Worlds is a stunning work of scholarship, encyclopedic in its scope, well-informed in its theory, and totally infectious in its enthusiasm for its topic. It will go down as the Bible of imaginary worlds." Marie-Laure Ryan, author of Avatars of Story

"Wolf shifts our focus from particular stories and media to the fantastical contexts we have created. Imaginary worlds express our deepest hopes, but we don't merely imagine these places. We try to live there, and in this choice lies tremendous social disruption." Edward Castronova, author of Synthetic Worlds

List of Figures
x
Acknowledgements xiii
Introduction 1(15)
World-building as a Human Activity
3(3)
Toward a Theory of Imaginary Worlds
6(10)
1 Worlds within the World
16(49)
The Philosophy of Possible Worlds
17(3)
Imagination, Creation, and Subcreation
20(5)
Degrees of Subcreation
25(4)
Story vs. World: Storytelling and World-building
29(4)
Invention, Completeness, and Consistency
33(15)
Invention
34(4)
Completeness
38(5)
Consistency
43(5)
Immersion, Absorption, and Saturation
48(3)
World Gestalten: Ellipsis, Logic, and Extrapolation
51(9)
Catalysts of Speculation
60(2)
Connecting the Secondary World to the Primary World
62(3)
2 A History of Imaginary Worlds
65(88)
Transnarrative Characters and Literary Cycles
66(1)
The Mythical and Unknown World
67(5)
Travelers' Tales and the Age of Exploration
72(12)
Utopias and Dystopias
84(12)
The Genres of Science Fiction and Fantasy
96(15)
Science Fiction
97(9)
Fantasy
106(5)
The Rise of Mass Media
111(19)
Early Cinema and Comic Strips
114(3)
Oz: The First Great Transmedial World
117(2)
Pulp Magazines
119(3)
Developments in Cinema and Theater
122(1)
Radio and Television
123(2)
Developments in Literature
125(5)
The Lord of the Rings and Tolkien's Influence
130(4)
New Universes and the Rise of the Media Franchise
134(4)
Interactive Worlds
138(7)
Into the Computer Age
145(3)
Worlds as Art and Thought Experiments
148(5)
3 World Structures and Systems of Relationships
153(45)
Secondary World Infrastructures
154(2)
Maps
156(9)
Timelines
165(5)
Genealogies
170(2)
Nature
172(7)
Culture
179(4)
Language
183(6)
Mythology
189(3)
Philosophy
192(2)
Tying Different Infrastructures Together
194(4)
4 More than a Story: Narrative Threads and Narrative Fabric
198(28)
Narrative Threads, Braids, and Fabric
199(3)
Backstory and World History
202(3)
Sequence Elements and Internarrative Theory
205(7)
Retroactive Continuity (Retcon) and Reboots
212(4)
Crossovers, Multiverses, and Retroactive Linkages
216(4)
Interactivity and Alternate Storylines
220(3)
The Story of the World: "Making Of" Documentation
223(3)
5 Subcreation within Subcreated Worlds
226(19)
Importance of the Word
227(2)
Self-reflexivity
229(4)
Subcreated Subcreators and Diegetic World-building
233(8)
Evil Subcreators
241(4)
6 Transmedial Growth and Adaptation
245(23)
The Nature of Transmediality
247(1)
Windows on the World: Words, Images, Objects, Sounds, and Interactions
248(1)
Transmedial Expansion
249(15)
Description
250(3)
Visualization
253(4)
Auralization
257(3)
Interactivation
260(2)
Deinteractivation
262(2)
Encountering Transmedial Worlds
264(4)
7 Circles of Authorship
268(20)
Open and Closed Worlds
270(1)
Levels of Canonicity
270(3)
Originator and Main Author
273(1)
Estates, Heirs, and Torchbearers
274(2)
Employees and Freelancers
276(2)
Approved, Derivative, and Ancillary Products
278(1)
Elaborationists and Fan Productions
279(2)
Participatory Worlds
281(2)
Creation, Subcreation, and the Imago Dei
283(5)
Appendix: Timeline of Imaginary Worlds 288(59)
Notes 347(28)
Glossary 375(8)
Index 383
Mark J.P. Wolf is Professor of Communication at Concordia University Wisconsin. He is the author of Myst and Riven: The World of the Dni, editor of the two-volume Encyclopedia of Video Games, and co-editor with Bernard Perron of The Video Game Theory Reader 1 and 2, among other books.