Alongside everyday reality, the young child develops a rich imaginary world of child art, make-believe play, imaginary friends, fairy tales and magic. This book charts the imaginative development of children, conveying the importance of art-making in childhood years, and highlighting the potential that imaginative behaviors hold for development.
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.
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.
Imaginary Worlds by Lin Carter is a nonfiction book that explores the history and development of fantasy literature. Published in 1973, it discusses the evolution of the genre, from the early myths and legends that inspired it to the works of modern fantasy authors. Carter delves into the imaginative worlds created by authors like J.R.R. Tolkien, H.P. Lovecraft, Lord Dunsany, and many others, analyzing their techniques and approaches to world-building.Carter, who was an editor for the Ballantine Adult Fantasy series at the time of its publication, had a deep knowledge of the genre, and Imaginary Worlds reflects his love and expertise in fantasy literature. It's often considered a significant work for understanding the roots and mechanics of world-building in fantasy.
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
“THE IMAGINARY WORLD” is all about love and life. Everyone has experienced betrayal in their life but not everyone has seen true love… it’s not easy. This book brings many writers together to show how love feels, with society issues in their way. I am very grateful to have so many amazing writers by my side, and I would like to thank each and every person present in this book and also those who aren’t. My Parents for supporting me in this and my best friend Jeet Kakkar for making me strong enough and believing in me that I can do this, I love you. Lastly, A big Thank you to TOC for this opportunity and Somya Dii our project head for holding my hand the whole time, it wouldn’t have been possible without you. Make the world a better place With your smile… Live life with no regrets Love life with no debts. ~ Sanmeet K Sethi
Discover the cognitive tools that lead to creative thinking and problem-solving with this “well-written and easy-to-follow” guide (Library Journal). Explore the “thinking tools” of extraordinary people, from Albert Einstein and Jane Goodall to Mozart and Virginia Woolf, and learn how you can practice the same imaginative skills to become your creative best. With engaging narratives and examples, Robert and Michèle Root-Bernstein investigate cognitive tools such as observing, recognizing patterns, modeling, playing, and more. Sparks of Genius is “a clever, detailed and demanding fitness program for the creative mind” and a groundbreaking guidebook for anyone interested in imaginative thinking, lifelong learning, and transdisciplinary education (Kirkus Reviews). “How different the painter at the easel and the physicist in the laboratory! Yet the Root-Bernsteins recognize the deep-down similarity of all creative thinking, whether in art or science. They demonstrate this similarity by comparing the accounts that various pioneers and inventors have left of their own creative processes: for Picasso just as for Einstein, for Klee just as for Feynman, the creative impulse always begins in vision, in emotion, in intuition. . . . With a lavishly illustrated chapter devoted to each tool, readers quickly realize just how far the imagination can stretch.” —Booklist “A powerful book . . . Sparks of Genius presents radically different ways of approaching problems.” —American Scientist
Created worlds may resemble the actual world, but they can just as easily be deemed incomplete, precarious, or irrelevant. Why, then, does fiction continue to pull us in and, more interesting perhaps, how? In this beautiful book Pavel provides a poetics of the imaginary worlds of fiction, their properties, and their reason for being.
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.
Describes and visualizes over 1,200 magical lands found in literature and film, discussing such exotic realms as Atlantis, Tolkien's Middle Earth, and Oz.