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What kinds of worlds will exist in our future? How will countries, cities and homes be shaped by advanced technology? What forms might we ourselves assume? The genre of science fiction provides countless possibilities for imagining new types of spaces—from utopias and dystopias to alien environments, and to purely mechanical or mutant cityscapes. This collection gathers together papers originally presented at the 2018 Science Fiction Symposium at Tel-Aviv University, a two-day conference discussing new concepts of space in science-fictional works. Featuring a transmedia approach by contributors from around the world, this volume discusses a wide and diverse array of issues in the ever-expanding field of science fiction studies, including capitalism, equality, revolution, feminist critique and the humanity of the Other.
Since the turn of the previous century, science fiction and its native tropes have been used by authors, artists, filmmakers and critics in order to challenge boundaries – whether these be conceptual, literary or metaphorical. Uniquely inherent to the genre is its ability to explore, as a form of thought experiment, different ways of crossing and subverting borders previously thought to be inviolable; these transgressions and their effects on popular culture have in turn led to an increased presence of science fiction studies in academia. This volume features papers presented at the 2014 and 2015 Science Fiction Symposia, held at Tel-Aviv University. These essays, submitted by an eclectic mix of scholars from different disciplines, institutes and walks of life, demonstrate the diversity and adaptability of science fiction as a tool for asking – and answering – impossible questions.
The LAST STANZA - An Anthology of Poems from Tel Aviv is the first book from StanzAviv, a creative collective of writers associated with Bar Ilan University and Tel Aviv University. STANZA members (or ‘Stanzites’) come from Israel, USA, UK, France, Canada, Latvia and beyond. Israel is a dramatic place and the poetry in this selection is humorous, political, tragic and inspiring. Topics range from seeking refuge, travelling in Africa, war, love, meditations on existence, being Jewish at Christmas, internet banking, waking up drunk on a riverside and more. Most poems in this ‘Stanzology’ are in English, plus there is a section in Hebrew. All profits from this book go to the ARDC (African Refugee Development Center), an NGO in south Tel Aviv that provides shelter, education, counseling and advice to refugees and asylum seekers in Israel.
The Internet has fundamentally altered our perceptions of narrative and its core components, including authorship, setting, characterization, reader reception and more. With new trends, tropes and conventions emerging at the speed of cyberspace, digital media like web comics, video games and fan fiction have become laboratories for experimentation on the boundaries of contemporary storytelling. While web comics, video games and fan fiction have received much scholarly study, this book focuses on the common ground they share, and how their processes, motivations and evolution may be more similar than we think. These media are all regarded as unique genres of digital fiction, and this book aims to bridge the gap between them. Understanding these phenomena as expressions of the same principles could be crucial to understanding the future of narrative storytelling.
Gothic Afterlives examines the intersecting dimensions of contemporary Gothic horror and remakes scholarship, bringing together innovative perspectives from different areas of study. The research compiled in this collection covers a wide range of examples, including not only literature but also film, television, video games, and digital media remakes. Gothic Afterlives signals the cultural and conceptual impact of Gothic horror on transmedia production, with a focus on reimagining and remaking. While diverse in content and approach, all chapters pivot on two important points: first, they reflect some of the core preoccupations of Gothic horror by subverting cultural and social certainties ab...
This volume was first published by Inter-Disciplinary Press in 2014. Are monsters and the monstrous phenomena that transition time and space? If monsters were a part of our past and are a part of our present, will they be a part of our future? This volume demonstrates the universality of monsters and the ubiquitous nature of monsterisation from different perspectives and shows that the creation of monsters and our ongoing confrontation with them is bound by human sociality; so much so that the monsters we have been surrounded by and will encounter in the future bear characteristics that mirror inherently human modes of identity construction, for example via age, gender and visual appearance. This process can differ across life stages, such as childhood versus adulthood. Monsters, or what a society identifies as monstrous, are not simply cultural artefacts communicated via literature, historical accounts or modern media productions such as films or series. They are integral components of the human psyche. Therefore, they have existed in symbiosis with the homo socius, and will probably continue to do so in his future.
This book provides students and other interested readers with a comprehensive survey of science fiction history and numerous essays addressing major science fiction topics, authors, works, and subgenres written by a distinguished scholar. This encyclopedia deals with written science fiction in all of its forms, not only novels and short stories but also mediums often ignored in other reference books, such as plays, poems, comic books, and graphic novels. Some science fiction films, television programs, and video games are also mentioned, particularly when they are relevant to written texts. Its focus is on science fiction in the English language, though due attention is given to international authors whose works have been frequently translated into English. Since science fiction became a recognized genre and greatly expanded in the 20th century, works published in the 20th and 21st centuries are most frequently discussed, though important earlier works are not neglected. The texts are designed to be helpful to numerous readers, ranging from students first encountering science fiction to experienced scholars in the field.
American Studies has only gradually turned its attention to video games in the twenty-first century, even though the medium has grown into a cultural industry that is arguably the most important force in American and global popular culture today. There is an urgent need for a substantial theoretical reflection on how the field and its object of study relate to each other. This anthology, the first of its kind, seeks to address this need by asking a dialectic question: first, how may American Studies apply its highly diverse theoretical and methodological tools to the analysis of video games, and second, how are these theories and methods in turn affected by the games? The eighteen essays off...
"Being crazy" is generally a negative characterization today, yet many celebrated artists, leaders, and successful individuals have achieved greatness despite suffering from mental illness. This book explores the many different representations of mental illness that exist—and sometimes persist—in both traditional and new media across eras. Mental health professionals and advocates typically point a finger at pop culture for sensationalizing and stigmatizing mental illness, perpetuating stereotypes, and capitalizing on the increased anxiety that invariably follows mass shootings at schools, military bases, or workplaces; on public transportation; or at large public gatherings. While drugs...
This book explores vampire narratives that have been expressed across multiple media and new technologies. Stories and characters such as Dracula, Carmilla and even Draculaura from Monster High have been made more "real" through their depictions in narratives produced in and across different platforms. This also allows the consumer to engage on multiple levels with the "vampire world," blurring the boundaries between real and imaginary realms and allowing for different kinds of identity to be created while questioning terms such as "author," "reader," "player" and "consumer." These essays investigate the consequences of such immersion and why the undead world of the transmedia vampire is so well suited to life in the 21st century.