scholarly journals “Tell it to Harry Potter, would you suddenly meet him”: Sf&F Fan Fiction as a Post-Folklore Genre of the WWW Age

2021 ◽  
Vol 19 (1) ◽  
pp. 281-300
Author(s):  
Cyril Korolev ◽  

The article examines the current situation in the modern Russian net-literature, where, along with the predominance of romantic fantasy and theso-called Lit-RPG (stories based on computer role-playing games), there is a rise of fan fiction, i. e. amateur fiction based on milestones (literary and cinematic — books, films, TV series, anime, computer games, etc.) of popular culture. As a special subgenre of amateur creativity, fan fiction has emerged in the English-speaking culture in the 1930s, then the emergence of the Internet has contributed to its spread and further development, and in the 1999-2000s a Russian-speaking segment of fan fiction has been formed, significant in volume and diverse in topics. This work examines the genesis of this kind of neterature and reveals the post-folklore nature of modern fan fiction, defines fan fiction as a specific phenomenon of modern popular culture, characterizes the peculiarities of fan fiction as a subject of scientific research, and provides some quantitative characteristics of the corpus of Russian-language fan fiction. The article presents outlines and prospects for further study.

Author(s):  
Mashkhura Aminovna Khafizova ◽  

The purpose of this article is to study and research the methods and forms of using the motivational capabilities of pedagogical games in the process of mastering a foreign speech, in particular the Russian language in non-philological higher educational institutions. The methodology of the article is based on the effective use of various modern pedagogical approaches, accompanied by gaming technologies in the study of Russian as a foreign language. The practical significance of the article lies in the possibility of further application of situational role-playing games, both in psychological and pedagogical activities and in the educational process.


Author(s):  
Dennis Maciuszek ◽  
Alke Martens

Educational computer games may improve learning experiences and learning outcomes. However, many off-the-shelf games still fail at smoothly integrating learning content into gameplay mechanisms. In addition, they do make an effort at adapting educational content to individual learners. Learner models and adaptivity, as applied by Intelligent Tutoring Systems (ITSs), address this problem. A solution to the integration dilemma would ideally be found at the software architecture level. Assuming the perspective of the software engineer, this chapter reviews published game-based ITS architectures. The most promising approaches are partially integrated architectures, which replace sub-systems of Clancey’s (1984) classic ITS architecture with corresponding game elements. In order to provide a reference to developers, this chapter follows up on these ideas and proposes a unifying game-based ITS architecture based on genre studies of computer role-playing games.


2016 ◽  
Vol 20 (3) ◽  
pp. 253-269 ◽  
Author(s):  
Natalia Samutina

This article focuses on fan fiction as a literary experience and especially on fan fiction readers’ receptive strategies. Methodologically, its approach is at the intersection of literary theory, theory of popular culture, and qualitative research into practices of communication within online communities. It characterizes fan fiction as a type of contemporary reading and writing. Taking as an example the Russian Harry Potter fan fiction community, the article poses a set of questions about the meanings and contexts of immersive reading and affective reading. The emotional reading of fan fiction communities is put into historical and theoretical context, with reference to researchers who analysed and criticized the dichotomy of rational and affective reading, or ‘enchantment’, in literary culture as one of the symptoms of modernity. The metaphor of ‘emotional landscapes of reading’ is used to theorize the reading strategies of fan fiction readers, and discussed through parallels with phenomenological theories of landscape. Among the ‘assemblage points of reading’ of fan fiction, specific elements are described, such as ‘selective reading’, ‘kink reading’, ‘first encounter with fan fiction texts’ and ‘unpredictability’.


2015 ◽  
Vol 9 (2) ◽  
pp. 0-0
Author(s):  
Надежда Паудяль ◽  
Nadezhda Paudyal ◽  
Лариса Филиндаш ◽  
Larisa Filindash

The article is devoted to innovative game methods of teaching the in career-oriented work of the teacher. The methods developed in the form of game technology has communicative and at the same time professionally oriented on the content of tasks focus, and aimed at improving the professional skills of employees of educational institutions.Different in content games allow to create elements of situationality, update team skills, reveal leadership and performing qualities, discover the creative potential, promote social adaptation of students. The apparent advantage of innovative game methods of teaching is also its upbringing potential. Such forms as brain-ring and training are considered the most detail. Brain-ring belongs to the not imitation gaming methods and is the most attractive to young people due to the dynamic, competitive nature. The training, consisting of business and role-playing games, numerous exercises and specific tasks, aims to the development of knowledge and skills, and formation of social attitudes. These interactive methods make it possible to adjust and improve communication, general cultural and professional competence. Innovative technologies with communicative orientation focused on the development of verbal and non-verbal components of communicative competence, extension of possibilities for dia-and polylogic communication, systematization of knowledge about the kinds and means of business communication, improving the skills of business presentations and negotiations. The interdisciplinary nature of the game tasks can solve not only specific professional task to motivate the choice of working specialty, but also expand the humanitarian horizon. Tasks historical and linguistic and cultural character helping revive the ideas and knowledge about traditional national culture and moral values and features of Russian cultural world, stimulate the interest to Russian language, cultivate patriotic feelings.


Ethnologies ◽  
2017 ◽  
Vol 38 (1-2) ◽  
pp. 255-289
Author(s):  
Contessa Small

The study of children’s play activities has not only been historically trivialized, but numerous widely held misconceptions about kids, their play, folklore and popular culture continue to persist today despite evidence to the contrary. For example, some adults believe that mass media and popular culture has contributed to the decline of kids’ traditional play activities, while others argue that traditional play objects are being replaced by “media culture artifacts”; however, the child-centred fan-play research I present in this paper reveals that popular culture encourages and activates children’s traditional and creative competences, rather than destroy them. The Harry Potter “phenomenon”, as a contested site where youth struggle for visibility and power, serves as the case study for this paper. Based on ethnographic observation of several local events, surveys, and interviews with child and teenage fans of Harry Potter, I examine several emergent, participatory, fan-play activities (including costuming, role-playing, make-believe and spells) and discuss the many ways children manipulate, appropriate, adapt and combine popular culture and folklore, using both creativity and tradition as expression of their lives, identities and power struggles. I conclude by discussing the heart of contemporary children’s culture and play – the conservative/creative nature of children, hybrid play forms and the activation of traditional and creative competencies in the face of popular culture influences.


Author(s):  
Mark G. Elwell

This chapter reports on movements toward de facto standards for role playing games in the freely accessible and configurable shared virtual environment of Second Life. All users can not only freely join, but also construct and implement role playing games of their own design. Consequently, new games are constantly emerging, and others either persisting or failing. The resulting body of practice has implications for business, technological, and social dimensions of computer games. To elucidate these implications, this chapter presents the case of the Role Play Nexus, a venue created for role playing game designers, managers, and players to share experiences, questions, resources, and proposals for sustainable ventures and communities in Second Life. Issues, controversies, and problems are identified, and solutions and recommendations discussed. Source material is drawn from transcripts of public lectures, discussions and demonstrations, from interviews, and from participant observation.


2019 ◽  
Vol 8 (7) ◽  
pp. 50
Author(s):  
Julia Vladimirovna Kapralova ◽  
Lada Alekseevna Moskaleva ◽  
Iana Arthurovna Byiyk

The article deals with the traditional game approaches that have well recommended themselves at the lessons of the Russian language, and their potential and ways of modifying into a single game space of the lesson is being discussed. Basing on personal experience, the authors of the article present the possibilities of organizing a Russian language lesson in the form of a quest. Many experts rightly paid attention to the effectiveness of using games in the learning process. Despite the attractiveness for teachers and students, until recently, game approaches as a form of education have remained on the periphery of the educational process, being just a supplement to the main methods. Only role-playing games can be called an exception, with their being included both in the educational process of school and university education, and in professional-oriented training of specialists. However, under the influence of processes in modern culture and the active development of gaming technology, the "gamification" of education acquires the character of a mass phenomenon both at school and in higher educational institutions, and ignoring these processes is not only impossible but impractical. In this regard, the article provides a scientific and methodological understanding of this form of education and identifies the structural peculiarities of the quest unlike the other game forms. The article is addressed to teachers of Russian as a foreign language and can be used as a kind of model for conducting quests in classes both in various courses on grammar, reading, writing, listening, linguistic and cultural studies, and in students' independent educational activities.


Author(s):  
Erik Champion

Roles and rituals are essential for creating, situating and maintaining cultural practices. Computer Role-Playing games (CRPGs) and virtual online worlds that appear to simulate different cultures are well known and highly popular. So it might appear that the roles and rituals of traditional cultures are easily ported to computer games. However, I contend that the meaning behind worlds, rituals and roles are not fully explored in these digital games and virtual worlds and that more needs to be done in order to create worldfulness, moving rituals and role enrichment. I will provide examples from The Elder Scrolls IV: Oblivion and The ElderScrolls V: Skyrim (Bethesda, 2006, 2011) to reveal some of the difficulties in creating digitally simulated social and cultural worlds, but I will also suggest some design ideas that could improve them in terms of cultural presence and social presence.


2017 ◽  
Vol 22 (5) ◽  
pp. 48-56
Author(s):  
V.G. Pahomova

The article investigates the problem of interaction between a modern primary school-aged child and the field of virtual reality gaming and, in particular, the impact of virtual reality on the formation of self-image. Our study enabled us to explore the differences in the self-image in active and non-active players of roleplaying video games. The outcomes proved that there are certain changes in the self-image of active players related to their self-identification with characters of computer games according to their individual psychological features, whereas for children who engage in non-role-playing games such identification is not common. It was found that non-active children players generally have positive selfacceptance and do not suffer from feelings of anxiety and abandonment; active players, on the opposite, often demonstrate inadequate self-esteem, anxiety and a tendency to self-actualise in virtual reality gaming.


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