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rom advertisements to amusement parks, themed restaurants, and Renaissance fairs twenty-first century popular culture is strewn with reimaginings of the Middle Ages. They are nowhere more prevalent, however, than in the films, television series, books, and video games of speculative genres: fantasy and science fiction. Peter Jackson's The Lord of the Rings and The Hobbit film trilogies and George R. R. Martin's multimedia Game of Thrones franchise are just two of the most widely known and successful fantasy conglomerates of recent decades. Medievalism has often been understood as a defining feature of fantasy, and as the antithesis of science fiction, but such constructs vastly underestimate the complexities of both genres and their interactions. "Medieval" has multiple meanings in fantasy and science fiction, which shift with genre convention, and which bring about their own changes as authors and audiences engage with what has gone before in the recent and deeper pasts. Earlier volumes have examined some of the ways in which contemporary popular culture re-imagines the Middle Ages, offering broad overviews, but none considers fantasy, science fiction, or the two together. The focused approach of this collection provides a directed pathway into the myriad medievalisms of modern popular culture. By engaging directly with genre(s), this book acknowledges that medievalist creative texts and practices do not occur in a vacuum, but are shaped by multiple cultural forces and concerns; medievalism is never just about the Middle Ages.
Note: this is an abridged version of the book with references removed.The complete edition is also available on this website. From advertisements to amusement parks, themed restaurants, and Renaissance fairs twenty-first century popular culture is strewn with reimaginings of the Middle Ages. They are nowhere more prevalent, however, than in the films, television series, books, and video games of speculative genres: fantasy and science fiction. Peter Jackson's The Lord of the Rings and The Hobbit film trilogies and George R. R. Martin's multimedia Game of Thrones franchise are just two of the most widely known and successful fantasy conglomerates of recent decades. Medievalism has often been understood as a defining feature of fantasy, and as the antithesis of science fiction, but such constructs vastly underestimate the complexities of both genres and their interactions. "Medieval" has multiple meanings in fantasy and science fiction, which shift with genre convention, and which bring about their own changes as authors and audiences engage with what has gone before in the recent and deeper pasts. Earlier volumes have examined some of the ways in which contemporary popular culture re-imagines the Middle Ages, offering broad overviews, but none considers fantasy, science fiction, or the two together. The focused approach of this collection provides a directed pathway into the myriad medievalisms of modern popular culture. By engaging directly with genre(s), this book acknowledges that medievalist creative texts and practices do not occur in a vacuum, but are shaped by multiple cultural forces and concerns; medievalism is never just about the Middle Ages.
Note: this is an abridged version of the book with references removed. The complete edition is available on this website. This fascinating study places multiple genres in dialogue and considers both medievalism and genre to be frameworks from which meaning can be produced. It explores works from a wide range of genres-children's and young adult, historical, cyberpunk, fantasy, science fiction, romance, and crime-and across multiple media-fiction, film, television, video games, and music. The range of media types and genres enable comparison, and the identification of overarching trends, while also allowing comparison of contrasting phenomena. As the first volume to explore the nexus of medievalism and genre across such a wide range of texts, this collection illustrates the fractured ideologies of contemporary popular culture. The Middle Ages are more usually, and often more prominently, aligned with conservative ideologies, for example around gender roles, but the Middle Ages can also be the site of resistance and progressive politics. Exploring the interplay of past and present, and the ways writers and readers work engage with them demonstrates the conscious processes of identity construction at work throughout Western popular culture. The collection also demonstrates that while scholars may have by-and-large abandoned the concept of accuracy when considering contemporary medievalisms, the Middle Ages are widely associated with authenticity, and the authenticity of identity, in the popular imagination; the idea of the real Middle Ages matters, even when historical realities do not. This book will be of interest to scholars of medievalism, popular culture, and genre.
This abundantly illustrated book is an illuminating exploration of the impact of medieval imagery on three hundred years of visual culture. From the soaring castles of Sleeping Beauty to the bloody battles of Game of Thrones, from Middle-earth in The Lord of the Rings to mythical beasts in Dungeons & Dragons, and from Medieval Times to the Renaissance Faire, the Middle Ages have inspired artists, playwrights, filmmakers, gamers, and writers for centuries. Indeed, no other historical era has captured the imaginations of so many creators. This volume aims to uncover the many reasons why the Middle Ages have proven so flexible—and applicable—to a variety of modern moments from the eighteenth through the twenty-first century. These “medieval” worlds are often the perfect ground for exploring contemporary cultural concerns and anxieties, saying much more about the time and place in which they were created than they do about the actual conditions of the medieval period. With over 140 color illustrations, from sources ranging from thirteenth-century illuminated manuscripts to contemporary films and video games, and a preface by Game of Thrones costume designer Michele Clapton, The Fantasy of the Middle Ages will surprise and delight both enthusiasts and scholars. This title is published to accompany an exhibition at the J. Paul Getty Museum at the Getty Center from June 21–September 11, 2022.
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.
Though manifestations of play represent a burgeoning subject area in the study of post-medieval responses to the Middle Ages, they have not always received the respect and attention they deserve. This volume seeks to correct those deficiencies. Though manifestations of play represent a burgeoning subject area in the study of post-medieval responses to the Middle Ages, they have not always received the respect and attention they deserve. This volume seeks to correct those deficiencies via six essays that directly address how the Middle Ages have been put in play with regard to Alice Munro's 1977 short story "The Beggar Maid"; David Lowery's 2021 film The Green Knight; medievalist archaisms in Japanese video games; runic play in Norse-themed digital games; medievalist managerialism in the 2020 video game Crusader Kings III; and neomedieval architectural praxis in the 2014 video game Stronghold: Crusader II. The approaches and conclusions of those essays are then tested in the second section's six essays as they examine "muscular medievalism" in George R. R. Martin's 1996 novel A Game of Thrones; the queering of the Arthurian romance pattern in the 2018-20 television show She-Ra and the Princesses of Power; the interspecies embodiment of dis/ability in the 2010 film How to Train Your Dragon; late-nineteenth and early twentieth-century nationalism in Irish reimaginings of the Fenian Cycle; post-bellum medievalism in poetry of the Confederacy; and the medievalist presentation of Israeli Prime Minister Benjamin Netanyahu's 2020-21 Covid inoculation.
The typical vision of the Middle Ages western popular culture represents to its global audience is deeply Eurocentric. The Lord of the Rings and Game of Thrones imagined entire medievalist worlds, but we see only a fraction of them through the stories and travels of the characters. Organised around the theme of mobility, this Element seeks to deconstruct the Eurocentric orientations of western popular medievalisms which typically position Europe as either the whole world or the centre of it, by making them visible and offering alternative perspectives. How does popular culture represent medievalist worlds as global-connected by the movement of people and objects? How do imagined mobilities allow us to create counterstories that resist Eurocentric norms? This study represents the start of what will hopefully be a fruitful and inclusive conversation of what the Middle Ages did, and should, look like.
This book explores the connections between history and fantasy in George RR Martin's immensely popular book series 'A Song of Ice and Fire' and the international TV sensation HBO TV's Game of Thrones. Acknowledging the final season's foregrounding of the cultural centrality of history, truth and memory in the confrontation between Bran and the Night King, the volume takes full account of the TV show's conclusion in its multiple readings across from medieval history, its institutions and practices, as depicted in the books to the show's own particular medievalism. The topics under discussion include the treatment of the historical phenomena of chivalry, tournaments, dreams, models of education, and the supernatural, and the different ways in which these are mediated in Martin's books and the TV show. The collection also includes a new study of one of Martin's key sources, Maurice Druon's Les Rois Maudits, in-depth explorations of major characters in their medieval contexts, and provocative reflections on the show's controversial handling of gender and power politics. Written by an international team of medieval scholars, historians, literary and cultural experts, bringing their own unique perspectives to the multiple societies, belief-systems and customs of the 'Game of Thrones' universe, Memory and Medievalism in George RR Martin and Game of Thrones offers original and sparky insights into the world-building of books and show.
Recomposing the Past is a book concerned with the complex but important ways in which we engage with the past in modern times. Contributors examine how media on stage and screen uses music, and in particular early music, to evoke and recompose a distant past. Culture, popular and otherwise, is awash with a stylise - sometimes contradictory - musical history. And yet for all its complexities, these representations of the past through music are integral to how our contemporary and collective imaginations understand history. More importantly, they offer a valuable insight into how we understand our musical present. Such representative strategies, the book argues, cross generic boundaries, and as such it brings together a range of multimedia discussion on the subjects of film (Lord of the Rings, Dangerous Liasions), television (Game of Thrones, The Borgias), videogame (Dragon Warrior, Gauntlet), and opera (Written on Skin, Taverner, English ‘dramatick opera’). This collection constitutes a significant, and interdisciplinary, contribution to a growing literature which is unpacking our ongoing creative dialogue with the past. Divided into three complementary sections, grouped not by genre or media but by theme, it considers: ‘Authenticity, Appropriateness, and Recomposing the Past’, ‘Music, Space, and Place: Geography as History’, and ‘Presentness and the Past: Dialogues between Old and New’. Like the musical collage that is our shared multimedia historical soundscape, it is hoped that this collection is, in its eclecticism, more than the sum of its parts.
An exploration of how the Middle Ages are manipulated ideologically in today's communication.