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As Andrzej Sapkowski was fleshing out his character Geralt of Rivia for a writing contest, he did not set out to write a science textbook--or even a work of science fiction. However, the world that Sapkowski created in his series The Witcher resulted in a valuable reflection of real-world developments in science and technology. As the Witcher books have been published across decades, the sorcery in the series acts as an extension of the modern science it grows alongside. This book explores the fascinating entanglement of science and magic that lies at the heart of Sapkowski's novel series and its widely popular video game and television adaptations. This is the first English-language book-length treatment of magic and science in the Witcher universe. These are examined through the lenses of politics, religion, history and mythology. Sapkowski's richly detailed universe investigates the sociology of science and ponders some of the most pressing modern technological issues, such as genetic engineering, climate change, weapons of mass destruction, sexism, speciesism and environmentalism. Chapters explore the unsettling realization that the greatest monsters are frequently human, and their heinous acts often involve the unwitting hand of science.
What happens when the classroom and the fantastic meet? When lessons cover spells and potions alongside science and language arts? Through fantastic school stories--fiction involving the intersection of fantasy and school--the cycle of lessons, homework, exams, and graduation becomes new again, inviting us to consider what schools are teaching, who can be a student, and how knowledge is developed. Introducing a new framework for analyzing texts in the fantastic school story subgenre, this book examines texts including the Harry Potter series, Lev Grossman's Magicians trilogy, Terry Pratchett's Discworld, and Patrick Rothfuss's Kingkiller Chronicle, along with works by Jane Yolen, Nnedi Okorafor, and Tracy Deonn. This holistic framework combines the methods of fantasy literature scholarship, the focus of school story analyses, and an awareness of hidden lessons taught alongside official subjects, allowing for nuanced examinations of topics such as standardized testing, apprenticeships, and access to education.
This work is the first book-length scholarly treatment of Nnedi Okorafor's critically acclaimed fiction. Written for an audience that includes serious fans as well as scholars, it is an introduction to Okorafor's work and major influences. The scope of the text is ambitious, featuring detailed analyses of her novels, short story collection, memoir, comics and graphic novel. Particular emphasis is given to Okorafor's most enduring themes, which include healthy young adult development and decision making, the interweaving of fantasy and science fiction, flight as a unifying force and the use of innovative biotechnology in ecological utopian communities. Influences examined include feminism, Afrofuturist and Africanfuturist movements and African mythology. Chapters also detail Okorafor's examinations of colonialism and corporate neocolonialism in Africa and Africa's potential to become a major world power.
Frank Herbert's Dune is one of the most well-known science fiction novels of all time, and it is often revered alongside time-honored classics like The Lord of the Rings. Unlike Tolkien's work, the Dune series has received remarkably little academic attention. This collection includes fourteen new essays from various academic disciplines--including philosophy, political science, disability studies, Islamic theology, environmental studies, and Byzantine history--that examine all six of Herbert's Dune books. As a compendium, it asserts that a multidisciplinary approach to the texts can lead to fresh discoveries. Also included in this collection are an introduction by Tim O'Reilly, who authored one of the first critical appraisals of Herbert's writings in 1981, and a comprehensive bibliography of essential primary and secondary sources.
In 2010, Cartoon Network debuted a new animated series called Adventure Time, and within just a few short years the show became both a pop culture phenomenon and a critical darling. But despite all the admiration, not many works of scholarship have assessed the show through a critical lens. This anthology is an attempt to fill this scholarly oversight and spark a wider conversation about the show's deeper themes. Across 15 scholarly essays, this book's contributors study Adventure Time from a variety of angles, proving just how insightful the series really is. From a consideration of BMO's queer identity to a psychoanalytic reading of Lemongrab and an examination of how anime has impacted the show, the topics explored in this anthology are diverse and unique and are likely to appeal to scholars and fans alike.
Since its inception in 1992, the Sci-Fi Channel (later rebranded as SYFY) has aired more than 500 network-produced or commissioned films. Campy and prolific, the network churned out one low-budget film after another, finally finding its zenith in the 2013 release of Sharknado. With unpretentious charm and a hearty helping of commodified nostalgia, the Sharknado franchise briefly ruled the cultural consciousness and temporarily transformed SYFY's original films from cult fringe to appointment television. Naturally, the network followed up with a steady stream of sequels and spin-offs, including Lavalantula and its sequel, 2 Lava 2 Lantula! This collection of essays is the first to devote critical attention to SYFY's original film canon, both pre- and post-Sharknado. In addition to unpacking the cultural, historical and critical underpinnings of the monsters at the heart of SYFY's classic creature features, the contributors offer a variety of approaches to understanding and interrogating these films within the broader contexts of ecocriticism, monster theory, post-9/11 criticism, and neocolonialism. Providing a further entry point for future scholarship, an appendix details a thorough filmography of SYFY's original films from 1992 to 2022.
The 15th Vienna Gamens Conference "The Future and Reality of Gaming" (FROG) 2021 has explored how magic and games seem almost inextricably intertwined. This volume collects 17 contributions that have emerged from the conference, and which together form a multi-faceted examination of the "Magic of Games".
As Andrzej Sapkowski was fleshing out his character Geralt of Rivia for a writing contest, he did not set out to write a science textbook--or even a work of science fiction. However, the world that Sapkowski created in his series The Witcher resulted in a valuable reflection of real-world developments in science and technology. As the Witcher books have been published across decades, the sorcery in the series acts as an extension of the modern science it grows alongside. This book explores the fascinating entanglement of science and magic that lies at the heart of Sapkowski's novel series and its widely popular video game and television adaptations. This is the first English-language book-length treatment of magic and science in the Witcher universe. These are examined through the lenses of politics, religion, history and mythology. Sapkowski's richly detailed universe investigates the sociology of science and ponders some of the most pressing modern technological issues, such as genetic engineering, climate change, weapons of mass destruction, sexism, speciesism and environmentalism. Chapters explore the unsettling realization that the greatest monsters are frequently human, and their heinous acts often involve the unwitting hand of science.
Offers the most comprehensive analysis and discussion of medievalist computer games to date. Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. This book explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching.
Embark on a revealing philosophical journey through the universe of The Witcher “If I'm to choose between one evil and another, I'd rather not choose at all,” growls the mutant “witcher,” Geralt of Rivia. Andrzej Sapkowski's Witcher books lay bare the adventures of monster hunters like Geralt, who seek to avoid humanity's conflicts and live only for the next kill and the coin that comes with it. But Geralt's destiny is complicated by his relationship with a powerful sorceress, Yennefer of Vengerberg. When he connects with a displaced princess, Ciri, Geralt lands right in the middle of the political conflicts of the Continent, which is endangered by Nilfgaard, a domineering southern kingdom that threatens to conquer the world. Part of the Blackwell Philosophy and Pop Culture series, The Witcher and Philosophy brings on twenty-seven philosophers to test their mettle against werewolves, the bruxa, strigas, vodyanoi, and kikimora; their work addresses the phenomenally popular books, three standalone Witcher video games, and the hit Netflix streaming show. These authors pass on their fascination with all manner of horror and sorcery: the mutations that make Geralt and others witchers, the commonalities between the Continent and post-apocalyptic settings, the intricacies of political power and scandal in the world of The Witcher, and reflections of our own world's changing views on race and gender that might offer hope—or portend a grim future. Engaging and accessible, The Witcher and Philosophy considers key themes and questions such as: Who is human, and who is a monster? Can Geralt afford to stay neutral? What kind of politics do sorceresses engage in? How many universes converge on the Continent? If we stare long enough into the abyss, does it stare back into us? Silver or steel? “Destiny is just the embodiment of the soul's desire to grow,” says Jaskier the bard, proving himself to be a natural philosopher. The tales of The Witcher remind us that our lives are a play written by both choice and destiny. And it is your destiny to read and be inspired by The Witcher and Philosophy.