Fictional languages are central to numerous creative works. This book examines such languages in a wide range of literature, films, and television shows. Included are alphabetically arranged entries on particular works. Many of these works are widely taught, such as All's Well That Ends Well, Gulliver's Travels, Nineteen Eighty-Four, and Utopia, while others are popular books, films, and television series, such as Buffy the Vampire Slayer, Cat's Cradle, The Lord of the Rings, and Star Wars. Thus the encyclopedia helps students understand texts central to the curriculum and popular culture. Each entry discusses the role of imaginary languages in a particular work. Entries range from antiquity to the present and close with suggestions for further reading. The encyclopedia ends with a selected bibliography and includes various helpful finding aids.
The language of science fiction, and of fantasy, has a steep challenge: that of the creation of other worlds, societies and characters that are alien to us in diverse and fundamental ways, but still compelling and knowable. This exciting book steps away from the issues of race, gender and politics that have saturated sci-fi and fantasy criticism. Rather, it challenges two widely held but poorly substantiated beliefs circulating about science fiction and fantasy - that they are a) written in plain and unremarkable prose and b) apt to present characters that are flat types rather than fully realised individuals. Mandala draws on traditional syntactic categories of stylistic analysis as well as the relatively more recent pragmatic and sociolinguistic paradigms such that the original analyses here take our understanding of these two genres beyond the usual confines, to consider how language is used to draw alternative words, represent the far future and distant past, and create psychologically believable characters. Covering both British and American fiction and television, this is a wide-ranging and perceptive book.
Fictional Languages in Science Fiction Literature surveys a large number of fictional languages, those created as part of a literary world, to present a multifaceted account of the literary phenomenon of glossopoesis (language invention). Consisting of a few untranslated sentences, exotic names, or even fully-fledged languages with detailed grammar and vocabulary, fictional languages have been a common element of English-language fiction since Thomas More’s Utopia (1516). Different notions of the functions of such fictional languages in narrative have been proposed: as rooted in phonaesthetics and contextual features, or as being used for characterisation and construction of alterity. Framed within stylistics and informed by narrative theory, literary theory, literary pragmatics, and semiotics, this study combines previous typologies into a new 5-part reading model comprising unique analytical approaches tailored to science fiction’s specific discourse and style, exploring the relationship between glossopoesis, world-building, storytelling, interpretation, and rhetoric, both in prose and paratexts.
Can you converse in Klingon? Ask an Elf the time of day? Greet a speaker of Esperanto? These are among the more than 100 constructed languages you'll find in this book. For each one, author Stephen D. Rogers provides vocabulary, grammatical features, background information on the language and its inventor, and fascinating facts. What's more, easy-to-follow guidelines show you how to construct your own made-up language--everything from building vocabulary to making up a grammar. So pick up this dictionary! In no time, you'll be telling your friends, "Tsun oe nga-hu ni-Na'vi pangkxo a fì-'u oe-ru prrte' lu." ("It's a pleasure to be able to chat with you in Navi.")
The doctorial thesis argues that the term Subcreation with its revised and broadened definition, in part differing from J.R.R. Tolkien's original term sub-creation, may be used for the discussion of the making of fictional worlds in literary discourse. The successful conception of a fictional world depends on the reader's willing suspension of disbelief. This depends both on the author and his skilled composition of the world and all its aspects, as well as on the reader's acceptance of this invented fictional world. The author needs to create a narrative with an inner consistency, which is crucial to achieving the effect of the reader's immersion in the fictional world. The fundamental aspects that an author needs to realize to achieve successful Subcreation have been structured into and analysed in four categories: Language and Linguistic Variation, Physiopoeia, Anthropoeia and Mythopoeia. Furthermore, this thesis shows that, as contemporary examples of fantastic literature, both Tad Williams's and Terry Pratchett's fictional worlds are successfully created through the realization of these aspects of Subcreation. Apart from commenting on the success of the subcreative process, this thesis also remarks upon the cultural influences both authors include in their writings. While both may be considered Anglophone in a general categorization, Pratchett's Discworld retains a feeling of 'Britishness' that is not to be found in Williams's Otherland. The thesis proposes several approaches to Subcreation that may be studied subsequently. So, for example, it may be possible to determine the success of an author's Subcreation by collecting empirical data. Apart from literary works this field of studies may also include other media.
The Lingua Ignota, "brought forth" by the twelfth-century German nun Hildegard of Bingen, provides 1012 neologisms for praise of Church and new expression of the things of her world. Noting her visionary metaphors, her music, and various medieval linguistic philosophies, Higley examines how the "Unknown Language" makes arid signifiers green again. This text, however, is too often seen in too narrow a context: glossolalia, angelic language, secret code. Higley provides an edition and English translation of its glosses in the Riesencodex (with assistance from the Berlin MS) , but also places it within a history of imaginary language making from medieval times to the most contemporary projects in efforts to uncover this woman s bold involvement in an intellectual and creative endeavor that spans centuries.
If you think about it, all languages are made up - some are just more open about it than others. In The Universal Translator, Yens Wahlgren heads up an expedition through time, space and multiple universes to explore the words that have built worlds. From the classic constructed languages of Star Trek and Tolkien to (literally) Orwellian Newspeak and pop-culture sensations such as Game of Thrones, The Witcher and The Mandalorian, this is your portal to over a hundred realms and lexicons – and perhaps the starting point to creating your own.
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.
Learn about how the world of government and power works in The Politics Book. Part of the fascinating Big Ideas series, this book tackles tricky topics and themes in a simple and easy to follow format. Learn about Politics in this overview guide to the subject, great for novices looking to find out more and experts wishing to refresh their knowledge alike! The Politics Book brings a fresh and vibrant take on the topic through eye-catching graphics and diagrams to immerse yourself in. This captivating book will broaden your understanding of Politics, with: - More than 100 groundbreaking ideas in the history of political thought - Packed with facts, charts, timelines and graphs to help explain core concepts - A visual approach to big subjects with striking illustrations and graphics throughout - Easy to follow text makes topics accessible for people at any level of understanding The Politics Book is a captivating introduction to the world's greatest thinkers and their political big ideas that continue to shape our lives today, aimed at adults with an interest in the subject and students wanting to gain more of an overview. Delve into the development of long-running themes, like attitudes to democracy and violence, developed by thinkers from Confucius in ancient China to Mahatma Gandhi in 20th-century India, all through exciting text and bold graphics. Your Politics Questions, Simply Explained This engaging overview explores the big political ideas such as capitalism, communism, and fascism, exploring their beginnings and social contexts - and the political thinkers who have made significant contributions. If you thought it was difficult to learn about governing bodies and affairs, The Politics Book presents key information in a clear layout. Learn about the ideas of ancient and medieval philosophers and statesmen, as well as the key personalities of the 16th to the 21st centuries that have shaped political thinking, policy, and statecraft. The Big Ideas Series With millions of copies sold worldwide, The Politics Book is part of the award-winning Big Ideas series from DK. The series uses striking graphics along with engaging writing, making big topics easy to understand.