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: 925

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: 680

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: 901

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: 768

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: 598

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: 822

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.

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: 667

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.

Film Worlds

Goodman asserts that “there are no fictive worlds” (Of Mind and Other Matters,
125). Margolis, Cultural Space of the Arts, ... See Tolkien, Tolkien on Fairy-Stories
, 112; see also Wolf, Building Imaginary Worlds. Gadamer, Truth and Method,
112.

Film Worlds

Author: Daniel Yacavone

Publisher: Columbia University Press

ISBN: 0231538359

Page: 352

View: 296

Film Worlds unpacks the significance of the "worlds" that narrative films create, offering an innovative perspective on cinema as art. Drawing on aesthetics and the philosophy of art in both the continental and analytic traditions, as well as classical and contemporary film theory, it weaves together multiple strands of thought and analysis to provide new understandings of filmic representation, fictionality, expression, self-reflexivity, style, and the full range of cinema's affective and symbolic dimensions. Always more than "fictional worlds" and "storyworlds" on account of cinema's perceptual, cognitive, and affective nature, film worlds are theorized as immersive and transformative artistic realities. As such, they are capable of fostering novel ways of seeing, feeling, and understanding experience. Engaging with the writings of Jean Mitry, Pier Paolo Pasolini, Christian Metz, David Bordwell, Gilles Deleuze, and Hans-Georg Gadamer, among other thinkers, Film Worlds extends Nelson Goodman's analytic account of symbolic and artistic "worldmaking" to cinema, expands on French philosopher Mikel Dufrenne's phenomenology of aesthetic experience in relation to films and their worlds, and addresses the hermeneutic dimensions of cinematic art. It emphasizes what both celluloid and digital filmmaking and viewing share with the creation and experience of all art, while at the same time recognizing what is unique to the moving image in aesthetic terms. The resulting framework reconciles central aspects of realist and formalist/neo-formalist positions in film theory while also moving beyond them and seeks to open new avenues of exploration in film studies and the philosophy of film.

An Engaged Learner A pocket resource for building community skills

A POCKET RESOURCE FOR BUILDING COMMUNITY SKILLS We can go on
and on giving examples of what most learners ... It becomes easy for them to
ignore or not be serious with any subject matter that does not fit their imaginary
worlds.

An Engaged Learner  A pocket resource for building community skills

Author: Rebecca Nthogo Lekoko

Publisher: Trafford Publishing

ISBN: 1490700382

Page: 200

View: 595

Not many of us get a chance to share their teaching-learning experiences with others. Here I am, sharing my experiences by focusing on a fact, that, students we teach are on transit; they eventually leave schools and proceed with their lives in their respective communities. Our social and pedagogical obligation as educators is to teach them skills to use after exiting educational institutions, that is, helping them gain community skills. The development of community skills starts with an understanding that communities and schools interlink. That is, learners who go to school expect to use the knowledge they gain to serve their communities. This calls for a broader vision of learning that goes beyond the four walls of classrooms. It is an ideology that persuades educators to produce graduates with apposite levels of academic achievements as well as broad community skills like ability to think, be responsible, make decision and solve problems. Everyone, almost every day, uses these skills. Educators thus are pressed to think of ways to knit together learning and community's aspirations. This can be done by engaging learners in activities that help build their community skills. Every educator teaches these skills, consciously and unconsciously. This resource contributes some ideas and processes that can enhance educators' role of imparting community development skills.

Awesome Creations and Evolution

First, we dwelled in caves, and then we started constructing buildings, castles,
and skyscrapers. ... As time has passed on, we also started to fantasize about
other worlds, eternal life and build imaginary worlds, where all our needs could
be ...

Awesome Creations and Evolution

Author: Kamran Pirnahad

Publisher: iUniverse

ISBN: 0595361013

Page: 340

View: 924

Awesome Creations and Evolution is an evolutionary platform for a comprehensive philosophical and religious analysis designed to enable humans, to attain a higher level of existence.

Empire building and Empire builders

Military and diplomatic history, both the events themselves and the historian's
account of them, takes place in secret, imaginary worlds (doubtless soon to be
called texts), though no more secret and imaginary than all the other worlds
around ...

Empire building and Empire builders

Author: Edward Ingram

Publisher: Routledge

ISBN: 1317791959

Page: 252

View: 541

The twelve studies of empire-building and empire-builders which make up this volume range widely across the dream world that was the British Empire from the late eighteenth century to the Second World War. The essays re-interpret the work of imperial heroes, eminent historians, and fictional heroines. They illustrate the variety of techniques used by British empire-builders and the variety of explanations they gave to account for their sometimes infamous behaviour.

Imaginary Worlds

They could build buildings that are better : nicer and friendlier and the kind you
can get to know every corner of it in a short while . I ' ll bet I could . I took Billy and
the other children up on that ; I asked Billy to do exactly what he said he could do
 ...

Imaginary Worlds

Author: Richard Murphy

Publisher:

ISBN:

Page: 110

View: 899

Unified Discourse Analysis

Mark J. P. Wolf's Building Imaginary Worlds: The Theory andHistoryof
Subcreation(New York: Routledge, 2012) ishighlyrelevant as well and his
twotheory readers, The Video Game Theory Reader (New York: Routledge, 2003
) and The Video ...

Unified Discourse Analysis

Author: James Paul Gee

Publisher: Routledge

ISBN: 131768446X

Page: 134

View: 551

Discourse Analysis is becoming increasingly "multimodal", concerned primarily with the interplay of language, image and sound. Video Games allow humans to create, live in and have conversations with new multimodal worlds. In this ground-breaking new textbook, best-selling author and experienced gamer, James Paul Gee, sets out a new theory and method of discourse analysis which applies to language, the real world, science and video games. Rather than analysing the language of video games, this book uses discourse analysis to study games as communicational forms. Gee argues that language, science, games and everyday life are deeply related and each is a series of conversations. Discourse analysis should not be just about language, but about human interactions with the world, with games, and with each other, interactions that make meaning and sustain lives amid risk and complexity. Written in a highly accessible style and drawing on a wide range of video games from World of Warcraft and Chibi-Robo to Tetris, this engaging textbook is essential reading for students in discourse analysis, new media and digital culture.

Mindscapes the Geographies of Imagined Worlds

9 Recent Feminist Utopias : World Building and Strategies for Social Change
Peter Fitting I would like to do several ... some useful criteria for evaluating
contemporary utopias , particularly in terms of assessing the building of
imaginary worlds .

Mindscapes  the Geographies of Imagined Worlds

Author: George Edgar Slusser

Publisher: SIU Press

ISBN: 9780809314546

Page: 302

View: 229

Eighteen essays plus four examples from the ninth annual J. Lloyd Eaton Conference on Science Fiction and Fantasy Literature at the University of California, Riverside. The concept of mindscape, Slusser and Rabkin explain, allows critics to focus on a single fundamental problem: "The constant need for a relation between mind and some being external to mind." The essayists are Poul Anderson, Wendy Doniger O' Flaherty, Ronald J. Heckelman, David Brin, Frank McConnell, George E. Slusser, James Romm, Jack G. Voller, Peter Fitting, Michael R. Collings, Pascal J. Thomas, Reinhart Lutz, Joseph D. Miller, Gary Westfahl, Bill Lee, Max P. Belin, William Lomax, and Donald M. Hassler. The book concludes with four authors discussing examples of mindscape. The participants are Jean-Pierre Barricelli, Gregory Benford, Gary Kern, and David N. Samuelson.

Transmedia Archaeology

E. Waterman (2014) The Chronology Controversy, http://www. barbariankeep.
com/chronx.html, date accessed 22 March 2014. M. J. P. Wolf (2012) Building
Imaginary Worlds: The Theory and History of Subcreation (New York, NY:
Routledge).

Transmedia Archaeology

Author: C. Scolari

Publisher: Springer

ISBN: 1137434376

Page: 95

View: 647

In this book, the authors examine manifestations of transmedia storytelling in different historical periods and countries, spanning the UK, the US and Argentina. It takes us into the worlds of Conan the Barbarian, Superman and El Eternauta, introduces us to the archaeology of transmedia, and reinstates the fact that it's not a new phenomenon.

Full Catastrophe Living Revised Edition

Our thinking proceeds in rather chaotic patterns of reactivity and association,
elaborating on its own content, building imaginary worlds, and filling the silence
with busyness. Thoughts with a high emotional charge have a way of recurring
again ...

Full Catastrophe Living  Revised Edition

Author: Jon Kabat-Zinn

Publisher: Bantam

ISBN: 0345539729

Page: 720

View: 836

The landmark work on mindfulness, meditation, and healing, now revised and updated after twenty-five years Stress. It can sap our energy, undermine our health if we let it, even shorten our lives. It makes us more vulnerable to anxiety and depression, disconnection and disease. Based on Jon Kabat-Zinn’s renowned mindfulness-based stress reduction program, this classic, groundbreaking work—which gave rise to a whole new field in medicine and psychology—shows you how to use medically proven mind-body approaches derived from meditation and yoga to counteract stress, establish greater balance of body and mind, and stimulate well-being and healing. By engaging in these mindfulness practices and integrating them into your life from moment to moment and from day to day, you can learn to manage chronic pain, promote optimal healing, reduce anxiety and feelings of panic, and improve the overall quality of your life, relationships, and social networks. This second edition features results from recent studies on the science of mindfulness, a new Introduction, up-to-date statistics, and an extensive updated reading list. Full Catastrophe Living is a book for the young and the old, the well and the ill, and anyone trying to live a healthier and saner life in our fast-paced world. Praise for Full Catastrophe Living “To say that this wise, deep book is helpful to those who face the challenges of human crisis would be a vast understatement. It is essential, unique, and, above all, fundamentally healing.”—Donald M. Berwick, M.D., president emeritus and senior fellow, Institute for Healthcare Improvement “One of the great classics of mind/body medicine.”—Rachel Naomi Remen, M.D., author of Kitchen Table Wisdom “A book for everyone . . . Jon Kabat-Zinn has done more than any other person on the planet to spread the power of mindfulness to the lives of ordinary people and major societal institutions.”—Richard J. Davidson, founder and chair, Center for Investigating Healthy Minds, University of Wisconsin–Madison “This is the ultimate owner’s manual for our lives. What a gift!”—Amy Gross, former editor in chief, O: The Oprah Magazine “I first read Full Catastrophe Living in my early twenties and it changed my life.”—Chade-Meng Tan, Jolly Good Fellow of Google and author of Search Inside Yourself “Jon Kabat-Zinn’s classic work on the practice of mindfulness to alleviate stress and human suffering stands the test of time, a most useful resource and practical guide. I recommend this new edition enthusiastically to doctors, patients, and anyone interested in learning to use the power of focused awareness to meet life’s challenges, whether great or small.”—Andrew Weil, M.D., author of Spontaneous Happiness and 8 Weeks to Optimum Health “How wonderful to have a new and updated version of this classic book that invited so many of us down a path that transformed our minds and awakened us to the beauty of each moment, day-by-day, through our lives. This second edition, building on the first, is sure to become a treasured sourcebook and traveling companion for new generations who seek the wisdom to live full and fulfilling lives.”—Diana Chapman Walsh, Ph.D., president emerita of Wellesley College

Imaginary Worlds

... the Tolkien Society in Great Britain : 2 Futile to ask how there could be men ,
horses , and yew trees on this world [ i . e . ... Sprague de Camp and others have
detailedly stated the proper methods for building up a non - solar imaginary
planet ...

Imaginary Worlds

Author: Lin Carter

Publisher:

ISBN:

Page: 278

View: 633

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

Permutation Design

By creating systems of symbols and rules, designers are able to describe,
represent, and control their imaginary worlds. In architecture, for instance, the
construction and development of significant buildings was usually preceded or
paralleled ...

Permutation Design

Author: Kostas Terzidis

Publisher: Routledge

ISBN: 1317748972

Page: 170

View: 473

In design, the problems that designers are called upon to solve can be regarded as a problem of permutations. A permutation is an ordered arrangement of elements in a set. In our case, the set is design and the elements are design components, such as lines, shapes, forms, or spaces. Traditionally, such arrangements are done by human designers who base their decision-making process either on intuition or on random sampling until a valid solution is found. However, in both cases the solution found may be an acceptable one but cannot be labeled as "the best possible solution" due to the subjective or arbitrary nature of the selection process. In contrast, by harnessing the potential of computational design, these elements can be arranged in all possible ways and then the best ones are chosen based on specific criteria. By presenting a complete list of permutation-based arrangements the "best solution" will eventually reveal itself by excluding all other possible solutions. This book comprehensively addresses theories, techniques, and examples of permutation design in order to fully demonstrate to the reader the full range of possibilities this method represents. The significance of such an approach to design is enormous, paradigmatic, and far-reaching. It provides an alternative method for design analysis, synthesis, and evaluation that is based on computational force rather than pure human intelligence alone. In contrast to human-based random sampling or intuition, permutation-based design offers the assurance of an optimum design since any possible alternative design can be eliminated. From a practical point of view, this methodology offers a paradigmatic shift away from the current state of design practice where arbitrariness, repetition, and redundancy often exist. From a theoretical viewpoint, this new paradigm will offer alternative insights into the value of human creativity, intuition, and intelligence.

Big Book of Virtual Teambuilding Games Quick Effective Activities to Build Communication Trust and Collaboration from Anywhere

Users can visit these imaginary worlds by creating an avatar —a virtual figure or
character to represent the user. ... Work teams in Second Life can meet,
brainstorm, and collaborate 32 THE BIG BOOk OF VIRTUAL TEAM-BUILDING
GAMES.

Big Book of Virtual Teambuilding Games  Quick  Effective Activities to Build Communication  Trust and Collaboration from Anywhere

Author: Mary Scannell

Publisher: McGraw Hill Professional

ISBN: 0071775129

Page: 256

View: 567

Get remote team members to interact as if they’re in the same room! Whether you’re videoconferencing with team members across the world or e-mailing a colleague sitting ten feet away, the truth is evident: technology has permanently altered the way we communicate. The virtual workplace can facilitate quicker decision making and reduced overhead. But the lack of face-to-face interaction can also impede trust, innovation, and creativity among team members. The Big Book of Virtual Team-Building Games is packed with games and activities for developing productive virtual teams across all digital platforms, including e-mail, mobile devices, web-based conferencing tools, and social media sites such as Facebook, Twitter, and Skype. The Big Book of Virtual Team-Building Games helps you: Build a greater sense of community and reduce conflict Increase levels of engagement Get the most out of more-introverted team members Boost team members’ productivity Make sure that the only thing separating your people is distance. The Big Book of Virtual Team-Building Games is just the tool you need to develop trusting relationships, foster clear communication, and use technology to enhance the team’s connections.