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EN
Role-playing games (RPG) provide a great opportunity to research creative word-formation. This article concentrateson RPG systems and represented worlds as well as proper nouns that can be found in them. The author presents the history of RPG, explains the core elements of the games (such as Game Master or RPG session) and compares the most popular and important systems. The article also explains how players create the names for their characters. The analysis is based on the examples taken from the Fallathan’s Chronicles game.
PL
Artykuł dotyczy systemów RPG, światów przedstawionych oraz onimii w grach tego typu. Przedłożono nie tylko historię gier role-playing, lecz także opisano najbardziej znane, a zarazem kluczowe systemy RPG. W artykule wyjaśniono również, czym są gry RPG, jakie elementy składają się na rozgrywkę, np. kim jest Mistrz Gry lub co to jest sesja. Na przykładzie imion z gry Kroniki Fallathanu autorka wskazała, w jaki sposób gracze tworzą miana swoich postaci.
Świat i Słowo
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2023
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vol. 41
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issue 2
433-448
EN
The article is an attempt to reconstruct the influence of texts that appeared in the magazine “Fantastyka” (later “Nowa Fantastyka”) in the 1980s and 1990s on the introduction of the concept of “fantasy” to Polish literary culture. The analysis included not only theoretical and literary publications (sometimes translations from other languages), but also popular science and essay writings, editorials and readers’ letters. All of them seem to prove that the “birth” of “fantasy” in Poland was a spontaneous and multidimensional process-an example of authentic literary life, engaging not only critics and authors, but also the literary audience in the meta-literary discourse.
PL
Fantasy świata wtórnego nie bez przyczyny uchodzi  w oczach literaturoznawców i krytyków za jeden z najbardziej schematycznych, repetytywnych i komercyjnych gatunków współczesnej literatury niemimetycznej. Niniejszy artykuł podejmuje próbę rozeznania czy (i do jakiego stopnia) funkcjonują w obrębie tego gatunku teksty, w których w miarę wyraźnie można wyróżnić swoiście rozumianą funkcję estetyczną (i czy może stanowić ona dominantę utworu), jak również czy (i na ile) możliwe są w tej literaturze różnego rodzaju eksperymenty formalne oraz jaką pełnią one funkcję.
EN
The secondary world fantasy is quite justifiably regarded by scholars and critics as oneof the most schematic, repetitive and commercial genres of contemporary non-mimeticliterature. The present paper undertakes a preliminary discussion whether (and to whatextent) this genre includes texts in which one can clearly discern a specifically understoodaesthetic function (and whether this function can become a text’s structural dominant).The article also addresses the question whether various formal experiments are possiblein this kind of literature.
EN
The paper discusses possible differences between translations of fantasy executed by translators who are themselves members of the source text’s audience, i.e. readers and enthusiasts of the genre, and those who are not, on the example of strategies used to render names of fantastic creatures in the several English translations of works by Andrzej Sapkowski. The examined translations differ in terms of translators’ experience (from amateurs to professionals), competence in the source and target languages and cultures, as well as the presence or absence of series and franchise pressure on consistency. The chief comparison concerns the rendering of nonce formations (mispronounced names) and neosemanticisms (names borrowed by the author from real species for their evocative etymology).
EN
The present article discusses the difficulties and problems that a translator may face while translating Polish fantasy novels into English. Special attention is given to the characteristics of this literary genre and its history in Polish literary tradition. The second part of the present article is devoted to possible challenges of translating the fantasy genre presented by Guttfeld [2008] and those concerning the rendition of elements rooted in cultures discussed by Hejwowski [2004]. The third part contains selected examples of culture‑bound items, along with their translations, derived from two available translations of novels written by Polish fantasy author – Andrzej Sapkowski. The aim of this article is to show how difficult and challenging translating fantasy genre is, whose popularity currently increases.
EN
The main aim of this article is to discuss ways of presenting Cities in fantasy novels. Because of the breadth of issues were chosen most characteristic performance. The author hopes to present the most important methods of submit ways of making Cities in fantasy novels.
7
Content available remote

Constructions of the Other in Polish Fantasy Literature

94%
EN
Even though it often follows the heroic cycle of Campbell’s monomyth, because it is exomimetic, fantasy literature lends itself to the presentation of characters who are set apart from society by their nature, not just by their heroic status. These are characters such as wizards, who in fantasy are often elevated from the position of secondary characters they held in fairy tales to the stories’ protagonists. This makes fantasy works a good vessel for a discussion of the problems of otherness. As the genre evolves, the presentation of the Other becomes more complex. In modern works they are often portrayed as the Other on multiple levels. As readers have become more accustomed to Tolkienian wizards, dwarves, or rangers set apart from human society, the protagonists of modern fantasy stories are often made the Other to their own in-groups. The article presents a number of such characters from selected modern Polish fantasy novels and short story cycles.
XX
Popular literature has always been raising many different emotions and research issues. One of the research groups, represented by Piotr Kowalski, criticized popular literature thoroughly. A new wave of scientists emerged in the nineties. They tried out different research methods, criticizing popular literature (especially fantasy) much less than might be expected. This met with a huge degrees of scepticism from Kowalski who did not agree with those methods and tried to prove them wrong in his two last publications. This article presents Kowalski's views, in the meantime trying to argue with them.
9
94%
EN
The article enquires into the nature of group membership, on which the writing of the history of feminism rests. The author’s approach, largely sustained by psychoanalytic reading, construes feminist movements not as the inevitable expression of the socially constructed category of women, but as the means for achieving that identity. Group membership provides the illusion of wholeness only by appealing to fantasy. Within the history of Western feminist movements, two fantasies, prevalent from the late eighteenth century, operate to consolidate feminist identity: the fantasy of the female orator and the feminist maternal fantasy. The fantasies function as resources to be invoked and thereby resonate at various points in history. The aim of the article is not to deny the social fact of feminist movements, nor to question the existence of active political subjects. It is to suggest that psychoanalysis may elucidate the unconscious dimensions of these phenomena as well as the fact that they owe at least some of their existence to the operations of fantasies that can never fully satisfy the desire, or secure the representation, they seek to provide.
Stylistyka
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2017
|
vol. 26
269-289
EN
The aim of the article is an attempt to define the term “glossary” in a new way. “Glossary” is codified as a dictionary explaining difficult, outdated, rarely used and unknown words in an old or foreign-language text, or words put at the end of scientific or popular science texts. In this, its prescriptive function is emphasized. In lexicographical compendia, the other definition is evoked. In accordance with it, the glossary is identified with a dictionary compiled for a translation machine. Observation of current language use has shown that there are a few other ways of understanding the term “glossary.” Its main function is now a descriptive function. For the sake of methodology, the article discusses the most common language behavior in this regard. Glossaries found in fantasy texts are characterized in detail because they fulfill a special role in the creation and perception of this type of literary work. The main idea in the article is the argument that every product of a culture (a text) carries a fixed cultural pattern here: a perpetuating pattern. A glossary has been identified as paratext, hence its description is put forth with the tools used in the field of text studies and linguistic enre.
EN
Contemporary authors have decided to combine the two most popular genres of the 20th and 21st centuries – crime fiction and fantasy – in one novel (or a novel series). The tendency for such experimentation became stronger after the year 2000 as part of postmodern games and having fun with texts as well as on the author-reader axis. As a result of following transformations taking place over the last decades, both fantasy and crime fiction have moved successfully closer towards genre syncretism, taking advantage of mutual intertextual references, permeating their motives, themes, and threads. In the article, we try to answer the question of what are the points of contact between these two seemingly distant literary genres. We analyze two works, assigned to a completely new sub-genre: Slavic crime fiction. What makes them "Slavic"? Why is this sub-genre becoming more and more popular?
PL
W artykule przedstawiono wybrane teksty literackie wydane w ciągu ostatniego dziesięciolecia, starając się odpowiedzieć na pytanie o punkty styczne między fantastyką a kryminałem oraz o to, czy można już mówić o nowym podgatunku: „słowiańskim kryminale”. Punktem wyjścia w analizach i interpretacjach utworów było założenie, iż tendencja do eksperymentowania w literaturze przybrała na sile po 2000 roku w ramach postmodernistycznych gier i zabaw tekstem na osi autor – czytelnik. W wyniku kolejnych przekształceń dokonujących się w ciągu ostatnich dziesięcioleci zarówno fantastyka, jak i kryminał zmierzały coraz bardziej w stronę synkretyzmu gatunkowego, stosując wzajemne intertekstualne nawiązania, przenikania swoich motywów, tematów i wątków. W artykule posiłkowano się ustaleniami z zakresu komparatystyki i intertekstualności.
12
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Content available

Dziecięce wyobrażenia paidii

84%
EN
This chapter consists of two parts: theoretical background and case studies. It aims at presenting children’s fantasies or mental images (be it verbal or iconic) of paidia as a word. The first part is dedicated to the investigations into children’s imagination, stages of its development, and factors that affect it. The other part analyses the works of 51 pupils who were supposed to draw “a paidia” and reads the ways they both concretised it on the pictures and described them.
EN
This article is a case study presenting an analysis and interpretation of the short film Operation Basilisk, produced as part of the ‘Polish Legends’ project, representing the convention of New Adventure Cinema. Its aim is to trace the multifaceted nature of the transtextual relations used by the filmmakers in order to realize a high quality popular culture text representative of convergence culture and to show the resulting connotations of the terms ‘Polish’ and ‘Slavic’.
PL
Artykuł jest studium przypadku przedstawiającym analizę i interpretację zrealizowanego w ramach projektu „Legendy Polskie” filmu krótkometrażowego Operacja „Bazyliszek” reprezentującego konwencję Kina Nowej Przygody. Jego celem jest prześledzenie wieloaspektowości wykorzystywanych przez twórców relacji transtekstualnych w celu zrealizowania reprezentatywnego dla kultury konwergencji wysokojakościowego tekstu kultury popularnej i ukazanie wynikających z tego konotacji pojęć ‘polski’ i ‘słowiański’.
PL
W artykule przedstawione są wyznaczniki gatunkowe tzw. fantasy humorystycznej oraz analiza nazewnictwa występującego w tego typu utworach. Nazwy własne (antroponimy, toponimy) oraz deskrypcje jednostkowe pełniące funkcję nazw własnych posiadają różne źródła ekspresywności, np. naruszanie zamkniętości klasy imion, wyzyskiwanie humorystycznych apelatywów w podstawach onimów, podkreślanie obcości leksykalnej nazw własnych, paronomazja, ekspresja fonetyczna itp. Takie nomina propria pełnią najczęściej funkcje semantyczną, ekspresywną i intertekstualną poprzez odwołania do nazw własnych z innych tekstów literackich oraz ich modyfikacje. Znaczenie nazwy własnej najczęściej odczytać można w kontekście, w którym nazwa ta się pojawia. Utwory zaliczane do fantasy humorystycznej zawierają ciekawy typ nazewnictwa, łączący wyznaczniki kilku nurtów onomastyki stylistycznej: realistycznego, semantycznego, ekspresywnego i fantastyczno- baśniowego.
EN
The article discusses features of comic fantasy and analyses names occurring in the texts representative of the genre. Proper names (anthroponyms, toponyms) and individual descriptions that serve the function of proper names have different sources of expressiveness. They include violating of the confinement of classes of personal names, using humorous appellatives in the stems of onyms, emphasizing foreign origins of proper names, and phonetic expression. Nomina propia discussed in the article most often serve the semantic, expressive or intertextual function through references to proper names in other literary texts and their modifications. The meaning of a given proper name can be usually understood in the context. The names in comic fantasy texts are extremely interesting since they combine features of different stylistic onomasty: realistic, semantic, expressive and fantastic.
Colloquia Litteraria
|
2022
|
vol. 32
|
issue 1
103-132
EN
This article is an analysis the writing of Lucian of Samosata, A True Story (Alethe diegemata). Its purpose is to indicate the presence of fantastic causes in the work today and to trace the presence of the motifs used by Lucian in later fantastic writings. The dividing line between fantasy literature and science fiction is also permanently drawn, which is helpful in examining the work, as well as in an attempt to assign it to one of the revealed trends in fantasy literature.
EN
The article on the example of the novel by the Polish fantasy author Maja Lidia Kossakowska, Ruda sfora, shows how the sacrum is manifested in the literary space in this genre, which values and qualities are sanctified and opposed to what. In order to build a typical for the genre’s plot – the struggle between the forces of good and evil – Kossakowska used shamanic beliefs of the Yakuts. Presenting dangers of doctrinal rationalism, she showed what the desire to extinguish the faith, may lead to, and indicate element which brings hope in the unequal fight against totalitarianism – the memory.
PL
Artykuł podejmuje próbę krytycznego omówienia propozycji teoretycznoliterackich zawartych w pracy brytyjskiej badaczki Farah Mendlesohn Rhetorics of Fantasy. Studium to, opublikowane w 2008 r., stanowi najnowszą istotną pozycję w akademickiej dyskusji dotyczącej teorii (oraz taksonomii) literatury „fantastycznej” czy też niemimetycznej, rozpoczętej ponad 40 lat temu przez takich uznanych badaczy jak Tzvetan Todorov czy Eric Rabkin. Z wielu przyczyn studium Mendlesohn wydaje się zajmować w niej pozycję szczególną; artykuł analizuje zarówno jego niewątpliwe osiągnięcia, jak i możliwe niedociągnięcia.
EN
The present article attempts at a critical discussion of taxonomical proposals of British scholar Farah Mendlesohn included in her study Rhetorics of Fantasy (2008). The study in question can be probably regarded as the most significant recent item in the academic discourse devoted to the theory (and taxonomy) of “fantastic” or non-mimetic literature, started more than 40 years ago by such notable researchers as, for example, Tzvetan Todorov or Eric Rabkin. From several reasons Mendlesohn’s study seems to occupy a special position in this discourse; the article analyzes both its indubitable achievements and possible shortcomings.
EN
With Fire and Sword has many features of fantasy novels and it is a prefigured modern Slavic fantasy. Sienkiewicz, using Old Polish, epic and romantic styling, rejects all forms of modernity. The author creates a dualistic vision of the world presented with a clear division into good (Polish-Lithuanian Commonwealth [Rzeczpospolita]) and evil (Ukraine). The space is enriched with elements of folklore with numerous references to Slavic myths, stories and legends about vampires and ghosts. Ghosts appearing in the novel make the boundary between the real world and the magical fairy-tale blurred. Sienkiewicz creates a team of knights who embark on a mission (quest motif ), to restore balance to the world. The members of the team are characterized by different skills, each of which is assigned a different attribute. Their journey have both private (Helena’s rescue) and patriotic (a fight with Cossacks) dimensions. The author introduces the magical objects (such as a ring, Longinus’ sword, a holy ball), which the characters use in the fight against the enemy. An important role in the novel plays nature, which is spiritual in a romantic way.
PL
Ogniem i mieczem wykazuje wiele cech typowych dla powieści fantasy i stanowi prefigurację nowoczesnej fantasy słowiańskiej. Sienkiewicz, posługując się stylizacją staropolską, eposową oraz romantyczną, odrzuca wszelkie formy nowoczesności. Autor kreuje dualistyczną wizję świata przedstawionego z wyraźnym podziałem na dobro (Rzeczpospolita) i zło (Ukraina). Przestrzeń zostaje wzbogacona elementami folklorystycznymi z licznymi odniesieniami do słowiańskich mitów, podań i legend o wampirach oraz upiorach. Pojawiające się zjawy w powieści sprawiają, że granica między światem realnym a magiczno-baśniowym się zaciera. Sienkiewicz tworzy drużynę rycerzy, którzy wyruszają na misję (motyw quest), aby przywrócić równowagę w świecie. W drużynie każdy z walczących odznacza się innymi umiejętnościami, każdemu z nich przypisany jest inny atrybut. Ich wędrówka ma wymiar prywatny (ocalenie Heleny) oraz patriotyczny (walka z Kozakami). Autor wprowadza przedmioty magiczne (m.in. pierścień, miecz Longinusa, poświęcona kula), których bohaterowie używają w walce z wrogiem. Istotną rolę w powieści odgrywa także bliski kontakt protagonistów z naturą, która zostaje w romantyczny sposób uduchowiona.
PL
Teksty gier komputerowych występują w nowej przestrzeni cyfrowej, nawiązują jednak do tradycyjnych tekstów literackich i pozaliterackich. Można w nich dostrzec różne procesy stylizacyjne, które wpływają na strukturę nazw własnych, przede wszystkim archaizację potwierdzającą występowanie quasi-średniowiecznego świata przedstawionego w grze. Onimy w tekstach cRPG są zróżnicowane pod względem proweniencji językowej, a wpływ na ich strukturę i znaczenie mają zainteresowania, zwłaszcza literackie, ich twórców, czyli autorów gry i samych graczy. Nazwy własne znajdujące się w tekstach gier komputerowych jako przejrzyste semantycznie deskrypcje jednostkowe charakteryzują nazywane przez siebie obiekty, a jako nieczytelne semantycznie, często sztuczne, formy nazewnicze informują odbiorców tekstu o obcości i czasowym oddaleniu opisywanego uniwersum. W cRPG zauważamy współwystępowanie tych dwóch grup onimów.
EN
The texts of computer games exist in a new digital space, yet they refer also to the traditional literary and non-literary texts. They exhibit different stylistic features that affect the structure of proper names, especially archaization that confirms the presence of a quasi-medieval world in the game. Onyms present in cPRGs are diverse linguistically, and their structure and meaning reflect the interests, especially literary, of their creators, that is both authors and players. The names found in the texts of computer games as semantically clear individual descriptions characterize the objects they refer to, and as semantically unclear, or artificial, they inform the players of the strangeness and temporal distance of the described universe. Computer Role Playing Games are characterized by the presence of both these groups of onyms.
EN
This article is an analysis of narratives in a series of video games called Heroes of Might and Magic. Author discusses issue of colonial/imperial thinking connected with strategy genre, evolution of fantasy tropes and developement of plot structure. On this basis he tries to outline the limitations of storytelling which result from series formula.
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