Imagined Worlds


Book Description

Chapters have such headings as: Stories, Science, Technology, Evolution, and Ethics.




Anime Architecture


Book Description

An unrivaled visual guide to the cityscapes and buildings of the most celebrated and influential anime movies. Anime has been influencing cinema, literature, comic books, and video games around the world for decades. Part of what makes anime so popular are the memorable and breathtakingly detailed worlds designed by the creators, from futuristic cities of steel to romantic rural locales. Anime Architecture presents the fantastic environments created by the most important and revered directors and illustrators of Japanese animated films, such as Hideaki Anno, Koji Morimoto, and Mamoru Oshii. Unprecedented access to vast studio archives of original background paintings, storyboards, drafts, and film excerpts offers readers a privileged view into the earliest stages of conception, development, and finished versions of iconic scenes from critically acclaimed movies such as Akira, Ghost in the Shell, Metropolis, and more. Revealing the secret creative processes of these major anime studios, Anime Architecture is perfect for anyone touched by the beauty and imagination of classic anime, offering inspiration for artists, illustrators, architects, designers, video game makers, and dreamers.




Mindscapes, the Geographies of Imagined Worlds


Book Description

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.




Inventing Imaginary Worlds


Book Description

How can parents, educators, business leaders and policy makers nurture creativity, prepare for inventiveness and stimulate innovation? One compelling answer, this book argues, lies in fostering the invention of imaginary worlds, a.k.a. worldplay. First emerging in middle childhood, this complex form of make-believe draws lifelong energy from the fruitful combustions of play, imagination and creativity. Unfortunately, trends in modern life conspire to break down the synergies of creative play with imaginary worlds. Unstructured playtime in childhood has all but disappeared. Invent-it-yourself make-believe places have all but succumbed in adolescence to ready-made computer games. Adults are discouraged from playing as a waste of time with no relevance to the workplace. Narrow notions of creativity exile the fictive imagination to fantasy arts. And yet, as Michele Root-Bernstein demonstrates by means of historical inquiry, quantitative study and contemporary interview, spontaneous worldplay in childhood develops creative potential, and strategic worldplay in adulthood inspires innovations in the sciences and social sciences as well as the arts and literature. Inventing imaginary worlds develops the skills society needs for inventing the future. For more on Inventing Imaginary Worlds, check out: www.inventingimaginaryworlds.com




Counternarratives


Book Description

Now in paperback, a bewitching collection of stories and novellas that are “suspenseful, thought-provoking, mystical, and haunting” (Publishers Weekly) Ranging from the seventeenth century to the present, and crossing multiple continents, Counternarratives draws upon memoirs, newspaper accounts, detective stories, and interrogation transcripts to create new and strange perspectives on our past and present. “An Outtake” chronicles an escaped slave’s take on liberty and the American Revolution; “The Strange History of Our Lady of the Sorrows” presents a bizarre series of events that unfold in Haiti and a nineteenth-century Kentucky convent; “The Aeronauts” soars between bustling Philadelphia, still-rustic Washington, and the theater of the U. S. Civil War; “Rivers” portrays a free Jim meeting up decades later with his former raftmate Huckleberry Finn; and in “Acrobatique,” the subject of a famous Edgar Degas painting talks back.




Building Imaginary Worlds


Book Description

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.




Mythology


Book Description

An exploration of myths from around the world with an authoritative text and an inspired selection of images




Tabletop Role-Playing Games and the Experience of Imagined Worlds


Book Description

In 1974, the release of Dungeons & Dragons forever changed the way that we experience imagined worlds. No longer limited to simply reading books or watching movies, gamers came together to collaboratively and interactively build and explore new realms. Based on four years of interviews and game recordings from locations spanning the United States, this book offers a journey that explores how role-playing games use a combination of free-form imagination and tightly constrained rules to experience those realms. By developing our understanding of the fantastic worlds of role-playing games, this book also offers insight into how humans come together and collaboratively imagine the world around us.




Imagined London


Book Description

Anna Quindlen first visited London from a chair in her suburban Philadelphia home—in one of her beloved childhood mystery novels. She has been back to London countless times since, through the pages of books and in person, and now, in Imagined London, she takes her own readers on a tour of this greatest of literary cities. While New York, Paris, and Dublin are also vividly portrayed in fiction, it is London, Quindlen argues, that has always been the star, both because of the primacy of English literature and the specificity of city descriptions. She bases her view of the city on her own detailed literary map, tracking the footsteps of her favorite characters: the places where Evelyn Waugh's bright young things danced until dawn, or where Lydia Bennett eloped with the dastardly Wickham. In Imagined London, Quindlen walks through the city, moving within blocks from the great books of the 19th century to the detective novels of the 20th to the new modernist tradition of the 21st. With wit and charm, Imagined London gives this splendid city its full due in the landscape of the literary imagination. Praise for Imagined London: "Shows just how much a reading experience can enrich a physical journey." —New York Times Book Review "An elegant new work of nonfiction... People will be inspired by this book." —Ann Curry, Today "An affectionate, richly allusive tribute to the city." —Kirkus Reviews




Real and Imagined Worlds


Book Description