Simulating Antiquity in Boys' Adventure Fiction

Simulating Antiquity in Boys' Adventure Fiction

Author: Thomas Vranken

Publisher: Cambridge University Press

Published: 2022-08-25

Total Pages: 117

ISBN-13: 1009183966

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A genre that glorifies brutish masculinity and late Victorian imperialism, boys' 'lost world' adventure fiction has traditionally been studied for its politically problematic content. While attuned to these concerns, this Element approaches the genre from a different angle, viewing adventure fiction as not just a catalogue of texts but a corpus of books. Examining early editions of Treasure Island, King Solomon's Mines, and The Lost World, the Element argues that fin-de-siècle adventure fiction sought to resist the nineteenth-century industrialisation of book production from within. As the Element points out, the genre is filled with nostalgic simulations of material anachronisms – 'facsimiles' of fictional pre-modern paper, printing, and handwriting that re-humanise the otherwise alienating landscape of the modern book and modern literary production. The Element ends by exploring a subversive revival of lost world adventure fiction that emerged in response to ebooks at the beginning of the twenty-first century.


The Critical Reception of Sir Arthur Conan Doyle

The Critical Reception of Sir Arthur Conan Doyle

Author: Laurence W. Mazzeno

Publisher: Boydell & Brewer

Published: 2023

Total Pages: 319

ISBN-13: 164014093X

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Examines both academic and popular assessments of Conan Doyle's work, giving pride of place to the Holmes stories and their adaptations, and also attending to the wide range of his published work. Twenty-first-century readers, television viewers, and moviegoers know Arthur Conan Doyle as the creator of Sherlock Holmes, the world's most recognizable fictional detective. Holmes's enduring popularity has kept Conan Doyle in the public eye. However, Holmes has taken on a life of his own, generating a steady stream of critical commentary, while Conan Doyle's other works are slighted or ignored. Yet the Holmes stories make up only a small portion of Conan Doyle's published work, which includes mainstream and historical fiction; history; drama; medical, spiritualist, and political tracts; and even essays on photography. When Doyle published - whatever the subject - his contemporaries took note. Yet, outside of the fiction featuring Sherlock Holmes, until recently relatively little has been done to analyze the reception Conan Doyle's work received during his lifetime and since his death. This book examines both academic and popular assessments of Conan Doyle's work, giving pride of place to the Holmes stories and their many adaptations for print, visual, and online media, but attending to his other contributions to turn-of-the-twentieth-century culture as well. The availability of periodicals and newspapers online makes it possible to develop an assessment of Conan Doyle's (and Sherlock Holmes's) reputation among a wider readership and viewership, thus allowing for development of a broader and more accurate portrait of Doyle's place in literary and cultural history.


Victorian Automata

Victorian Automata

Author: Suzy Anger

Publisher: Cambridge University Press

Published: 2024-03-31

Total Pages: 361

ISBN-13: 1009100270

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Bringing together a multidisciplinary group of scholars, this collection examines the Victorians' profound fascination with automata.


Picture-Book Professors

Picture-Book Professors

Author: Melissa M. Terras

Publisher: Cambridge University Press

Published: 2018-10-04

Total Pages: 152

ISBN-13: 9781108438452

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How is academia portrayed in children's literature? This Element ambitiously surveys fictional professors in texts marketed towards children. Professors are overwhelmingly white and male, tending to be elderly scientists who fall into three stereotypes: the vehicle to explain scientific facts, the baffled genius, and the evil madman. By the late twentieth century, the stereotype of the male, mad, muddlehead, called Professor SomethingDumb, is formed in humorous yet pejorative fashion. This Element provides a publishing history of the role of academics in children's literature, questioning the book culture which promotes the enforcement of stereotypes regarding intellectual expertise in children's media. The Element is also available, with additional material, as Open Access.


Young Adult Fantasy Fiction

Young Adult Fantasy Fiction

Author: Kim Wilkins

Publisher: Cambridge University Press

Published: 2019-08-31

Total Pages:

ISBN-13: 110860790X

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Young adult fantasy (YA fantasy) brings together two established genres - young adult fiction and fantasy fiction - and in so doing amplifies, energises, and leverages the textual, social, and industrial practices of the two genres: combining the fantastic with adolescent concerns; engaging passionate online fandoms; proliferating quickly into series and related works. By considering the texts alongside the way they are circulated and marketed, this Element aims to show that the YA fantasy genre is a dynamic formation that takes shape and reshapes itself responsively in a continuing process over time.


The Oxford Handbook of the Development of Imagination

The Oxford Handbook of the Development of Imagination

Author: Marjorie Taylor

Publisher: Oxford University Press

Published: 2013-04-02

Total Pages: 608

ISBN-13: 0199909199

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Children are widely celebrated for their imaginations, but developmental research on this topic has often been fragmented or narrowly focused on fantasy. However, there is growing appreciation for the role that imagination plays in cognitive and emotional development, as well as its link with children's understanding of the real world. With their imaginations, children mentally transcend time, place, and/or circumstance to think about what might have been, plan and anticipate the future, create fictional relationships and worlds, and consider alternatives to the actual experiences of their lives. The Oxford Handbook of the Development of Imagination provides a comprehensive overview of this broad new perspective by bringing together leading researchers whose findings are moving the study of imagination from the margins of mainstream psychology to a central role in current efforts to understand human thought. The topics covered include fantasy-reality distinctions, pretend play, magical thinking, narrative, anthropomorphism, counterfactual reasoning, mental time travel, creativity, paracosms, imaginary companions, imagination in non-human animals, the evolution of imagination, autism, dissociation, and the capacity to derive real life resilience from imaginative experiences. Many of the chapters include discussions of the educational, clinical, and legal implications of the research findings and special attention is given to suggestions for future research.


Man, Play, and Games

Man, Play, and Games

Author: Roger Caillois

Publisher: University of Illinois Press

Published: 2001

Total Pages: 228

ISBN-13: 9780252070334

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According to Roger Caillois, play is an occasion of pure waste. In spite of this - or because of it - play constitutes an essential element of human social and spiritual development. In this study, the author defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life.


Ancient Greece and Rome in Videogames

Ancient Greece and Rome in Videogames

Author: Ross Clare

Publisher: Bloomsbury Publishing

Published: 2021-06-03

Total Pages: 241

ISBN-13: 135015721X

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This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of ancient Greek and Roman games, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in video games within a wider transmedial environment. Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the blood-spilling violence of god-killing and gladiatorial combat to meticulous strategizing over virtual Roman Empires and often bizarre adventures in pseudo-ancient places. Readers encounter instances in which players become intimately engaged with the “epic mode” of spectacle in God of War, moments of negotiation with colonised lands in Rome: Total War and Imperium Romanum, and multi-layered narratives rich with ancient traditions in games such as Eleusis and Salammbo. The case study approach draws on close analysis of outstanding examples of the genre to uncover how both representation and gameplay function in such “ancient games”.


Jane Eyre

Jane Eyre

Author: Charlotte Bronte

Publisher:

Published: 2020-12-10

Total Pages: 334

ISBN-13:

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Initially published under the pseudonym Currer Bell in 1847, Charlotte Brontë's Jane Eyreerupted onto the English literary scene, immediately winning the devotion of many of the world's most renowned writers, including William Makepeace Thackeray, who declared it a work "of great genius." Widely regarded as a revolutionary novel, Brontë's masterpiece introduced the world to a radical new type of heroine, one whose defiant virtue and moral courage departed sharply from the more acquiescent and malleable female characters of the day. Passionate, dramatic, and surprisingly modern, Jane Eyre endures as one of the world's most beloved novels.


Permanent Present Tense

Permanent Present Tense

Author: Suzanne Corkin

Publisher: Basic Books

Published: 2013-05-14

Total Pages: 402

ISBN-13: 0465033490

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In 1953, 27-year-old Henry Gustave Molaison underwent an experimental "psychosurgical" procedure -- a targeted lobotomy -- in an effort to alleviate his debilitating epilepsy. The outcome was unexpected -- when Henry awoke, he could no longer form new memories, and for the rest of his life would be trapped in the moment. But Henry's tragedy would prove a gift to humanity. As renowned neuroscientist Suzanne Corkin explains in Permanent Present Tense, she and her colleagues brought to light the sharp contrast between Henry's crippling memory impairment and his preserved intellect. This new insight that the capacity for remembering is housed in a specific brain area revolutionized the science of memory. The case of Henry -- known only by his initials H. M. until his death in 2008 -- stands as one of the most consequential and widely referenced in the spiraling field of neuroscience. Corkin and her collaborators worked closely with Henry for nearly fifty years, and in Permanent Present Tense she tells the incredible story of the life and legacy of this intelligent, quiet, and remarkably good-humored man. Henry never remembered Corkin from one meeting to the next and had only a dim conception of the importance of the work they were doing together, yet he was consistently happy to see her and always willing to participate in her research. His case afforded untold advances in the study of memory, including the discovery that even profound amnesia spares some kinds of learning, and that different memory processes are localized to separate circuits in the human brain. Henry taught us that learning can occur without conscious awareness, that short-term and long-term memory are distinct capacities, and that the effects of aging-related disease are detectable in an already damaged brain. Undergirded by rich details about the functions of the human brain, Permanent Present Tense pulls back the curtain on the man whose misfortune propelled a half-century of exciting research. With great clarity, sensitivity, and grace, Corkin brings readers to the cutting edge of neuroscience in this deeply felt elegy for her patient and friend.