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EN
The article makes use of Lisbeth Klastrup and Susana Tosca’s notion of transmedial world which has not been introduced to Polish humanities so far. The notion serves here to describe the characteristics of the Witcher universe encompassing books, movies, TV series, video games trilogy, role-playing games and comics. The analysis of the Witcher’s world is also the point of departure for a comparative study between the way the transmedial world is constructed and transmedial story as described in Henry Jenkins’s Convergence Culture. Additionally, it enables the author to comment upon the narrative dynamics of fantasy worldbuilding which differs considerably from traditional mechanisms of representation.
EN
Abstract en: The article focuses on the analysis of the concept of multimodality in the context of zombiecentric stories. The article attempts to indicate the variety of narrative techniques in works a priori perceived as belonging to a lower aesthetic category due to their common (though unfounded) inclusion in the horror genre. Various aspects of multimodality, expressed in the visual dimension (e.g. typographic or illustrative) or in the use of focalization, were subjected to close analysis. These aesthetic procedures are employed not only to depart from the cliché plot schemas of zombie pandemic, but are also used for worldbuilding as tools enabling construction of credible and deeply immersive communications. The high creative competence of the authors of zombie-centric narratives attests to the research potential these texts have to offer.
EN
The article focuses on worldbuilding techniques used in The Witcher 3: Wild Hunt in order to create a self-contained fictional world. Firstly, an overview of the characteristics of game spaces is provided. Secondly, following a brief introduction to Andrzej Sapkowski’s fiction, the article discusses the design methods the game uses for representing topography, architecture, human and nonhuman activity, as well as for providing background information about various locations. It is concluded that the game space may be seen as an independent ontological construct and not only a framework for gameplay.
PL
Celem artykułu jest przedstawienie metod tworzenia świata wykorzystanych w grze Wiedźmin 3: Dziki Gon, które pozwoliły na wypracowanie samodzielnej fikcyjnej konstrukcji. Pierwsza część tekstu omawia cechy miejsc w grach wideo. Następnie, po krótkim wprowadzeniu do twórczości Andrzeja Sapkowskiego, artykuł przedstawia sposoby, za pomocą których Wiedźmin 3 imituje topografię, architekturę, ludzką i pozaludzką działalność oraz dostarcza informacje o poszczególnych lokacjach. Omówione właściwości tytułu sprawiają, że miejsca stworzone na potrzeby gry tworzą niezależny ontologiczny konstrukt, a nie wyłącznie szkielet umożliwiający rozgrywkę.
EN
The paper is an analysis of some peculiar aspects of David Foster Wallace’s most famous novel, Infinite Jest, concerning particularly the novel’s approach towards traditional realistic and fantastic literary strategies and a general literary worldbuilding. One particularly emphasized aspect of Infinite Jest is its connection with postmodernism regarded as a strategy of subversion of reader’s habits created by 20th century realistic and fantastic literary conventions. The novel’s unclear and problematic worldbuilding is explained as Wallace’s inclination towards literary irony and also as a typical postmodern strategy of parodying “honorable” literary forms and a general disregard of literature of “themes” and “meaning” in favor of emphasizing of act of reading in itself.
PL
Artykuł jest pierwszą kompleksową próbą stworzenia teoretycznego zaplecza dla nierozpowszechnionego w polskiej humanistyce terminu „allotopia”, ukutego przez Umberta Eco w eseju Światy science fiction. W miejsce podążania za poststrukturalistycznym wywodem Umberta Eco, przedstawiona zostaje propozycja zdekonstruowania binarnej relacji między realnym (naturalnym, zwyczajnym, znanym, empirycznym i realistycznym) a nierealnym (nienaturalnym, nadzwyczajnym, nieznanym, kontrempirycznym i fantastycznym) światem — jako obowiązującej w dotychczasowych badaniach nad gatunkami fantastycznymi. W konsekwencji, artykuł zachęca do ponowoczesnego odczytywania tych „allotopijnych” tekstów, które rezygnują z wspierania kolonialnego modelu dwuświata na rzecz filozoficznie świadomego światotwórstwa.
EN
The article is the first Polish attempt to provide a theoretical framework for a relatively unknown term ‘allotopia’, coined by Umberto Eco in essay Il mondi della fantascienza. However, instead of following rather poststructuralist Eco’s reasoning, the text proceeds with the deconstruction of the underlain dichotomy between real (natural, ordinary, known, empirical, realistic) and unreal (unnatural, extraordinary, unknown, counterempirical, fantastic) world — which is subsequently exposed as fundamental for heretofore fantasy and SF studies. Consequently, the paper encourages postmodern reading of those ‘allotopian’ texts that resign from supporting a colonial, two-world model in favour of philosophy conscious worldbuilding.
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