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Filoteknos
|
2019
|
issue 9
263–274
EN
The aim of this paper is to analyze two examples of Polish fantastic novels for children and young adults with respect to the literary motifs of cyberspace and computer/video games. The following issues will be discussed: 1) Play as a process of exploring the (cyber)world: how does a virtual space shape the plot of the selected novels?; 2) Play as a process of shaping a player’s identity: how does a cyberworld influence the protagonist’s personality and attitude toward life? I will focus on the award-winning novels: Omega (2009) by Marcin Szczygielski and 5 sekund do Io (5 Seconds to Io) by Małgorzata Warda (2015, 2018). As Krystyna Miłobędzka has pointed out, many classic works of children’s literature are stagings for the cognitive process of getting to know the world. In Szczygielski’s novel, the heroine’s knowledge about the world is formed by a variety of pop-cultural stimuli. This knowledge is then reflected in the shape of the game. At the same time, the protagonist reproduces and modifies these elements of pop culture, using them to populate her postmodern initiation scenario that is carried out in cyberspace. In a way, she shapes her own identity, and ‘invents herself ’ (as Sherry Turkle would put it) by taking a stance on various postmodern and pop-cultural phenomena. Moreover, this is in a cyberspace where the protagonist of Warda’s novel really does have causative power, and thus becomes an active participant in her surroundings, rather than a passive spectator of events. Significantly, while playing, she creates – to use Antoni Porczak’s words – a shifting identity for herself.
EN
The aim of the article A fairy-tale herstory. Postmodern strategies of reinterpretation by Angela Carter, Tanith Lee, and Emma Donoghue is to analyze selected postmodern fairy tales written by Angela Carter, Tanith Lee, and Emma Donoghue. The most important literary strategy applied by all three authors consists in presenting fairy tales from a new, female perspective. As a result, this strategy reveals “facts”, contexts, and meanings that have so far been unnoticed, ignored, or omitted in the original story, turning it into a fairy-tale “herstory”. Postmodern fairy tales by Carter, Lee, and Donoghue are revisionist stories that critically engage the “canonical” material, i.e. fairy-tale pre-texts. The authors question traditional social values as well as petrified cultural “norms”, rules, hierarchies, and images. At the same time, they often suggest a new order and new values. Consequently, the genre of fairy tale is given back to women—the social group so far discriminated, according to feminist discourse. By challenging the traditional socio-cultural context and constructing the new one, Carter, Lee, and Donoghue change the meaning of fairy tales. Therefore, classic fairy-tale stories become the subject of a postmodern, intertextual play.
Filoteknos
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2022
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issue 12
217-243
EN
The article attempts to problematize the phenomenon of postfeminism in popular culture texts and identify significant research problems related to novels for young adults in this context. Since fantasy and science fiction are prevalent choices of young Poles, the author assumes that these genres play an important role in transmitting cultural patterns, including gender ones. Hence she derives the need to study the fantastic constructions of girls and women and identify the feminist and postfeminist components of the story in which these constructions occur. In the first part, she distinguishes between Third-Wave feminism and postfeminism. She cites important diagnoses and conclusions developed in research on postfeminism in the last two decades. In the second, she introduces the observations and concepts regarding the postfeminist dimension of popular culture and presents proposals for using them in research on fantastic literature for young audiences, considering native and translated literature published in Poland.
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