‘It Is One Story’

2019 ◽  
pp. 46-61
Author(s):  
Chris Pak

Alternative histories create a ludic space where a game of allusion, extrapolation and speculation is played. Kim Stanley Robinson’s (2002) The Years of Rice and Salt depicts a world that might have developed had European civilisation been eradicated by the Black Death. This chapter examines how Robinson uses science fiction, utopia and the alternate history to examine and challenge assumptions about progress, memory, identity, culture and storytelling. It investigates how The Years of Rice and Salt portray the actors who make up the story of history, how this history is characterised and what repercussions these explorations have for reading the stories that make up contemporary “real-world” history.

Author(s):  
Gary Westfahl

This chapter examines William Gibson's The Difference Engine, a collaboration with Bruce Sterling, as well as his screenplays, poetry, song lyrics, and nonfiction. Sterling used an irresistibly marketable concept for The Difference Engine: a novel by what he could describe as the two leading cyberpunk authors that would appealingly blend three popular subgenres of science fiction—cyberpunk, alternate history, and “steampunk” literature. Despite the prominence of cyberspace in his Sprawl trilogy, Gibson claimed that he has “never really been very interested in computers themselves.” This chapter first offers a reading of The Difference Engine before discussing Gibson's screenplays written for Hollywood in the late 1980s, including one for a proposed Alien 3 film and another for the film version of Johnny Mnemonic. It also considers Gibson's poems such as “The Beloved: Voices for Three Heads,” his ventures into writing song lyrics, and the approach he used in some of his later nonfiction works: looking at the real world in terms of science fiction, conveying that we indeed live in a science fiction world.


2016 ◽  
Vol 3 (11) ◽  
pp. 160310 ◽  
Author(s):  
Joseph Hilgard ◽  
Christopher R. Engelhardt ◽  
Bruce D. Bartholow

Although much attention has been paid to the question of whether violent video games increase aggressive behaviour, little attention has been paid to how such games might encourage antecedents of gun violence. In this study, we examined how product placement, the attractive in-game presentation of certain real-world firearm brands, might encourage gun ownership, a necessary antecedent of gun violence. We sought to study how the virtual portrayal of a real-world firearm (the Bushmaster AR-15) could influence players' attitudes towards the AR-15 specifically and gun ownership in general. College undergraduates ( N  = 176) played one of four modified video games in a 2 (gun: AR-15 or science-fiction control) × 2 (gun power: strong or weak) between-subjects design. Despite collecting many outcomes and examining many potential covariates and moderators, experimental assignment did little to influence outcomes of product evaluations or purchasing intentions with regard to the AR-15. Attitudes towards public policy and estimation of gun safety were also not influenced by experimental condition, although these might have been better tested by comparison against a no-violence control condition. By contrast, gender and political party had dramatic associations with all outcomes. We conclude that, if product placement shapes attitudes towards firearms, such effects will need to be studied with stronger manipulations or more sensitive measures.


2021 ◽  
Vol 2 (3) ◽  
pp. 34-55
Author(s):  
Ailbhe Warde-Brown

The relationship between music, sound, space, and time plays a crucial role in attempts to define the concept of “immersion” in video games. Isabella van Elferen’s ALI (affect-literacy-interaction) model for video game musical immersion offers one of the most integrated approaches to reading connections between sonic cues and the “magic circle” of gameplay. There are challenges, however, in systematically applying this primarily event-focused model to particular aspects of the “open-world” genre. Most notable is the dampening of narrative and ludic restrictions afforded by more intricately layered textual elements, alongside open-ended in-game environments that allow for instances of more nonlinear, exploratory gameplay. This article addresses these challenges through synthesizing the ALI model with more spatially focused elements of Gordon Calleja’s player involvement model, exploring sonic immersion in greater depth via the notion of spatiotemporal involvement. This presents a theoretical framework that broadens analysis beyond a simple focus on the immediate narrative or ludic sequence. Ubisoft’s open-world action-adventure franchise Assassin’s Creed is a particularly useful case study for the application of this concept. This is primarily because of its characteristic focus on blending elements of the historical game and the open-world game through its use of real-world history and geography. Together, the series’s various diegetic and nondiegetic sonic elements invite variable degrees of participation in “historical experiences of virtual space.” The outcome of this research intends to put such intermingled expressions of space, place, and time at the forefront of a ludomusicological approach to immersion in the open-world genre.


Pravaha ◽  
2020 ◽  
Vol 26 (1) ◽  
pp. 119-123
Author(s):  
Lekha Nath Dhakal

This article attempts to explore the use of fantasy in literature and how it has attained the position of a literary category in the twentieth century. This work also concerns how as the form literature, it functions between wonderful and imitative to combine the elements of both. The article reveals that wonderful represents supernatural atmospheres and events. The story-telling is unrealistic which represents impossibility as it creates a wonderland. In the imitative or the realistic mode, the narrative imitates external reality. In it, the characters and situations are ordinary and real. Fantasy in literature does not escape the reality. It occurs in an interdependent relation to the real. In other words, the fantastic cannot exist independently of the real world that limits it. The use of fantastic mode in literature interrupts the conventional artistic representation and reproduction of perceivable reality. It embodies the reality and transgresses the standards of literary forming. It normally includes a variety of fictional works which use the supernatural and actually natural as well. The developers of fantasy fiction are fairy tales, science fiction about future wars and future world. A major instinct of fantastic fiction is the violence threatened by capitalist violation of personality that is spreading universally.


2020 ◽  
Vol 14 (4) ◽  
pp. 469-485 ◽  
Author(s):  
Rachel Mazique

Contemporary Deaf literature and film of the science fiction (SF) genre such as Ted Evans’s The End and Donna Williams’s “When the Dead are Cured” imagine worlds where Sign Language Peoples (SLPs) are threatened with eradication. Employing schema criticism, the article shows how these social SF stories have the potential to transform harmful cognitive schemas that perpetuate eugenic drives, explaining how certain cognitive schemas uphold beliefs inherent to the ideology of ability (Bracher 2013; Siebers 2008). These SF texts question the ethics of genetic engineering and the desire to “cure” deafness; the intersection of disability and SF results in a subgenre of protest literature. Each protest story depicts eugenic ideologies that instantiate real-world SLPs’ activist claims to human and group rights. Further, these depictions of eugenic drives enable the activation of cognitive schemas that work against social injustices. SF as a mode of thought thus supports real-life protest against the state.


This book is the first collection of scholarly essays on alternate history in over a decade and features contributions from a mixture of major figures and rising stars in the field of science fiction studies. Alternate history is a genre of fiction which, although connected to the genres of utopian, dystopian and science fiction, has its own rich history and lineage. With roots in the writings of ancient Rome, alternate history matured into something close to its current form in the essays and novels of the nineteenth century. In more recent years a number of highly acclaimed novels have been published as alternate histories, by authors ranging from science fiction bestsellers to Pulitzer Prize-winning literary icons. The success and popularity of the genre is reflected in its success on television with original concepts being developed alongside adaptations of iconic texts. This important collection of essays seeks to redress an imbalance between the importance and quality of alternate history texts and the available scholarship and critical readings of texts, providing chapters by both leading scholars in the field and rising stars. The chapters in this book acknowledge the long and distinctive history of the genre whilst also revelling in its vitality, adaptability, and contemporary relevance, with many of the chapters discussing late-twentieth and early-twenty-first century contemporary fiction texts which have received little or no sustained critical analysis elsewhere in print.


Hard Reading ◽  
2016 ◽  
pp. 3-5
Author(s):  
Tom Shippey

This chapter argues that science fiction is hard reading because it requires the reader to process information at a level additional to that required for the reading of all fiction. The vital feature which distinguished the genre is the presence of the novum, a discrete item of information which the reader recognises as not present in the real world. Such items need first to be recognised and then collated to create an alternative vision of reality, the whole process having been described by the critic Darko Suvin as cognitive dissonance: the dissonance demanding recognition, the collation adding the cognitive element. Science fiction is a high information literature, information being used here in the technical sense of information theory.


2019 ◽  
pp. 186-192
Author(s):  
C. Palmer-Patel ◽  
Glyn Morgan

The afterword sums up the conclusions made by the chapters in the collection. All the chapters demonstrate that – although there is a wide variety of alternate history narratives produced – these texts all reflect on and reveal the nature of our current reality. A common theme throughout the collection is ‘Great Man’ model, where a sole figure is held responsible for big historical events. Another thread for discussion is the structure of form of alternate history, as the book explored science fiction and epic narratives alongside the development of alternate history. Issues of time within the structure of narrative were explored, as the collection considered breaks and continuities within alternate history. Many of these discussions emphasized the way that the cultural critique of minority voices are embedded in the narrative structure itself. Issues of power and dogma are often integral to these evaluations. Ultimately the collection concludes that there are a lot of questions that alternate history provokes, and while this collection cannot perhaps provide definite answers, it presents new ways to think about the genre in the hopes of stimulating further conversations.


AIHAJ ◽  
1982 ◽  
Vol 43 (10) ◽  
pp. 717-721 ◽  
Author(s):  
HERVEY B. ELKINS
Keyword(s):  

2018 ◽  
Vol 10 (3) ◽  
Author(s):  
Mark Richard Johnson ◽  
Robert Mejia

In this paper, we argue that EVE Online is a fruitful site for exploring how the representational and political-economic elements of science fiction intersect to exert a sociocultural and political-economic force on the shape and nature of the future-present. EVE has been oft heralded for its economic and sociocultural complexity, and for employing a free market ethos and ethics in its game world. However, we by contrast seek not to consider how EVE reflects our contemporary world, but rather how our contemporary neoliberal milieu reflects EVE. We explore how EVE works to make its world of neoliberal markets and borderline anarcho-capitalism manifest through the political economic and sociocultural assemblages mobilized beyond the game. We explore the deep intertwining of  behaviors of players both within and outside of the game, demonstrating that EVE promotes neoliberal  activity in its players, encourages these behaviors outside the game, and that players who have found success in the real world of neoliberal capitalism are those best-positioned for success in the time-demanding and resource-demanding world of EVE. This thereby sets up a reciprocal ideological determination between the real and virtual worlds of EVE players, whereby each reinforces the other. We lastly consider the “Alliance Tournament” event, which romanticizes conflict and competition, and argue that it serves as a crucial site for deploying a further set of similar rhetorical resources. The paper therefore offers an understanding of the sociocultural and political-economic pressure exerted on the “physical” world by the intersection of EVE’s representational and material elements, and what these show us about the real-world ideological power of science fictional worlds.


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