The concept of world and the practice creation have been with us since antiquity, but they are now achieving unequalled prominence. In this timely anthology subcreation studies, an international roster contributors come together to examine rise structure worlds, world-building, audience’s reception imaginary worlds. Including essays written by world-builders A.K. Dewdney Alex McDowell offering critical analyses popular worlds such as those Oz, Lord Rings, Star Trek, Wars, Battlestar Galactica, Minecraft, Revisiting Imaginary Worlds provides readers a broad interdisciplinary overview issues concepts involved in across media platforms.
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 the Internet, more. Building Imaginary Worlds departs from prior approaches to that focused mainly on narrative, medium, or genre, instead considers as dynamic entities in themselves. Wolf argues worlds—which are often transnarrative, transmedial, transauthorial nature—are compelling objects inquiry for Media Studies. Chapters touch on: a theoretical analysis how extends beyond storytelling, engagement audience, way conceptualized experienced history follows their development over three millennia fictional islands Homer’s Odyssey present internarrative theory examining narratives set same world can interact relate one another an examination transmedial growth adaptation, what happens when make jump between media nature worlds, resulting concentric circles authorship, related topics canonicity, participatory subcreation’s relationship with divine Creation also provides scholar glossary terms detailed timeline spans more than 1,400 listing names, creators, works which they first appeared.
How can parents, educators, business leaders and policy makers nurture creativity, prepare for inventiveness stimulate innovation? One compelling answer, this book argues, lies in fostering the invention of imaginary worlds, a.k.a. worldplay. First emerging middle childhood, complex form make-believe draws lifelong energy from fruitful combustions play, imagination creativity. Unfortunately, trends modern life conspire to break down synergies creative play with worlds. Unstructured playtime childhood has all but disappeared. Invent-it-yourself places have succumbed adolescence ready-made computer games. Adults are discouraged playing as a waste time no relevance workplace. Narrow notions creativity exile fictive fantasy arts. And yet, Michele Root-Bernstein demonstrates by means historical inquiry, quantitative study contemporary interview, spontaneous worldplay develops potential, strategic adulthood inspires innovations sciences social well arts literature. Inventing worlds skills society needs inventing future. For more on Imaginary Worlds, check out: www.inventingimaginaryworlds.com