In 2010, Cartoon Network debuted a new animated series called Adventure Time, and within just a few short years the show became both a pop culture phenomenon and a critical darling. But despite all the admiration, not many works of scholarship have assessed the show through a critical lens. This anthology is an attempt to fill this scholarly oversight and spark a wider conversation about the show's deeper themes. Across 15 scholarly essays, this book's contributors study Adventure Time from a variety of angles, proving just how insightful the series really is. From a consideration of BMO's queer identity to a psychoanalytic reading of Lemongrab and an examination of how anime has impacted the show, the topics explored in this anthology are diverse and unique and are likely to appeal to scholars and fans alike.
Exploring the Land of Ooo: An Unofficial Overview and Production History of Cartoon Network’s "Adventure Time" is a guide through the colorful and exuberant animated television series that initially aired from 2010 to 2018. Created by visionary artist Pendleton Ward, the series was groundbreaking and is credited by many with heralding in a new golden age of animation. Known for its distinct sense of humor, bold aesthetic choices, and memorable characters, Adventure Time has amassed a fan-following of teenagers and young adults in addition to children. Popularly and critically acclaimed, the show netted three Annie awards, eight Emmys, and a coveted Peabody. In this thorough overview, author Paul A. Thomas explores the nuances of Adventure Time’s characters, production history, ancillary media, and vibrant fandom. Based in part on interviews with dozens of the creative individuals who made the show possible, the volume comprises a captivating mix of oral history and primary source analysis. With fresh insight, the book considers the show’s guest-directed episodes, outlines its most famous songs, and explores how its characters were created and cast. Written for fans and scholars alike, Exploring the Land of Ooo ensures that, when it comes to Adventure Time, the fun truly will never end.
Explore the weird, hilarious world of Adventure Time™ with this beautifully illustrated 2-in-1 book based on the hit Cartoon Network series. All-new, gorgeous, hilarious, and grotesque illustrations? Ancient wizard lore, spells, curses, and jokes? Memories and mementos from a cute demon girl’s childhood? Goofball commentary by Finn, Jake, Marceline, and the Ice King? Check, check, check, check please! A treasure for any fan of the series, this magical and mysterious tome takes a deep dive into the world of Cartoon Network’s Adventure Time™. Aspiring heroes and wizards will find invaluable information in The Enchiridion—the ancient book of Ooo—and true fans will learn everything they ever wanted to know about Marceline the Vampire Queen in her Super Secret Scrapbook. From the creative team behind the New York Times–bestselling Adventure Time Encyclopaedia, this in-world compendium of all things Oooian is a humor-, paradox-, and literary contrivance–filled book true to the imagination, innovation, and heart of Adventure Time™.
Adventure Time and Philosophy is a monster-beating, wild ride of philosophical mayhem. The authors have come together to understand and explore one of the deepest and most thoughtful television shows ever to assault human brain waves. Where Adventure Time shows us what the world could be like, this book screws open our cranial lids, mucks about in the mess that is our heads, and attempts to come to some answers about the nature of reality. Adventure Time challenges everything we know about life, meaning, heroism, and even burritos. And it’s time to give the show some serious thought. Adventure Time and Philosophy is a chance to put down your broadsword, put your exhausted monster-slaying feet up, and try to figure out why you spend your time rescuing people in distress and fighting for justice. What is justice anyway? If you don’t happen to have your pocket edition of the Enchiridion on hand, and Billy the Hero *wicked guitar solo* hasn’t been returning your calls, pick up Adventure Time and Philosophy and learn what it means to be a real hero! The authors of the chapters will prove that Adventure Time is much more than a cartoon, it’s a way of life. . . . It’s also the future!-—a post-apocalyptic future 10,000 years after the Great Mushroom War, actually. Who better to have as companions than Finn and Jake when taking on Plato, Nietzsche, and Baudrillard or encountering the Slime Princess, the Ice King, and Marceline the Vampire Queen. In a review of the show in Entertainment Weekly, Darren Franich characterized Adventure Time as a “hybrid sci-fi/fantasy/horror/musical/fairy tale, with echoes of Calvin and Hobbes, Hayao Miyazaki, Final Fantasy, Richard Linklater, Where the Wild Things Are, and the music video you made with your high school garage band.” This book is filled with chapters written by a colorful cast of characters who enlighten us about the profound and life-affirming spiritual subtext and dark comedic elements of an awesomely fantastic show.
This collection features examinations of popular culture, including manga, music, film, cosplay, and literature, among other topics. Using interdisciplinary sources and analyses, this collection adds to the global discussion and relevancy of Japanese popular culture. This collection serves to highlight the work of multidisciplinary scholars who offer fresh perspectives of ongoing cross-cultural and cyclical influences that are commonly found between the US and Japan. Notably, this collection considers the relationships that have influenced Japanese popular culture, and how this has, in turn, influenced the Western world.
What happens when the classroom and the fantastic meet? When lessons cover spells and potions alongside science and language arts? Through fantastic school stories--fiction involving the intersection of fantasy and school--the cycle of lessons, homework, exams, and graduation becomes new again, inviting us to consider what schools are teaching, who can be a student, and how knowledge is developed. Introducing a new framework for analyzing texts in the fantastic school story subgenre, this book examines texts including the Harry Potter series, Lev Grossman's Magicians trilogy, Terry Pratchett's Discworld, and Patrick Rothfuss's Kingkiller Chronicle, along with works by Jane Yolen, Nnedi Okorafor, and Tracy Deonn. This holistic framework combines the methods of fantasy literature scholarship, the focus of school story analyses, and an awareness of hidden lessons taught alongside official subjects, allowing for nuanced examinations of topics such as standardized testing, apprenticeships, and access to education.
Inventing the Novel uses the work of the Russian philosopher Mikhail Bakhtin to explore the ancient origins of the modern novel, focusing on one of classical antiquity's most elusive works, Petronius' Satyrica, and arguing in support of Bakhtin's sweeping claim that it plays an "immense" role in the history of the novel.
A fun-filled, action-packed middle grade novel about a boy who learns about protecting the environment, finding real friends, and living in the now while spending the summer on a remote island. Sometimes it's hard to be Milton P. Greene. He says all the wrong things, his family is falling apart, and everyone at school avoids him because of the very embarrassing Bird Brain Incident. But when Milton plays his video game Isle of Wild, he becomes someone else—Sea Hawk, the brave and brilliant naturalist explorer who conquers danger at every turn. Then Milton’s parents ship him off to the remote Lone Island for the summer, where his uncle Evan is an environmentalist researcher. The island is chock-full of spectaculous species, and Milton realizes this is his chance to become the brave and brilliant naturalist he’s always wanted to be—and even meet some fellow explorers! But as it turns out, the future of the Lone Island is in some pretty serious peril, and the only thing that can save it is a field guide full of cryptic clues. If Milton and his unexpected new friends are going to protect the island, they’ll have to trust each other, discover new truths, and embark on a wild and wondrous adventure all their own. The Adventure is Now is a dazzling, fun-filled story from Jess Redman.
In Its Distrust Of Too Much Civilisation And Its Concern With The Way Language Turns Dreamy And Corrupt When Divorced From The Real Condition Of Life, Huckleberry Finn Echoed Some Of The Central Concerns Of Life Today. Like All Great Works Of Fiction Where No Story Is Told As If It Is The Only One, Huck Finn Is Open-Ended, The 'Unfinished Story' Where The True Meaning Is Left To The Conscience And Imagination Of Each Reader.