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Dread Trident: Liverpool Science Fiction Texts & Studies

Autor Curtis D. Carbonell
en Limba Engleză Hardback – 27 noi 2019
Dread Trident examines the rise of imaginary worlds in tabletop role-playing games (TRPGs), such as Dungeons and Dragons. With the combination of analog and digital mechanisms, from traditional books to the internet, new ways of engaging the fantastic have become increasingly realized in
recent years, and this book seeks an understanding of this phenomenon within the discourses of trans- and posthumanism, as well as within a gameist mode. The book explores a number of case studies of foundational TRPGs. Dungeons and Dragons provides an illustration of pulp-driven fantasy, particularly in the way it harmonizes its many campaign settings into a functional multiverse. It also acts as a supreme example of depth within its archive of
official and unofficial published material, stretching back four decades. Warhammer 40k and the Worlds of Darkness present an interesting dialogue between Gothic and science-fantasy elements. The Mythos of HP Lovecraft also features prominently in the book as an example of a realized world that
spans the literary and gameist modes. Realized fantasy worlds are becoming ever more popular as a way of experiencing a touch of the magical within modern life. Reworking Northrop Frye's definition of irony, Dread Trident theorizes an ironic understanding of this process and in particular of its embodied forms.
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Specificații

ISBN-13: 9781789620573
ISBN-10: 1789620570
Pagini: 258
Dimensiuni: 241 x 162 x 15 mm
Greutate: 0.51 kg
Editura: Liverpool University Press
Colecția Liverpool Science Fiction Texts & Studies
Seria Liverpool Science Fiction Texts & Studies


Notă biografică


Curtis D. Carbonell is Associate Professor of English at Khalifa University. He co-edited the Palgrave Handbook of Posthumanism in Film and Television (2015).

Descriere

Dread Trident focuses on tabletop role-playing games as vital mechanisms in the increasing creation of 'realized worlds' in modern culture. We often think of these as emerging from novel reading, film viewing, or video game playing; rarely do we consider the worlds of analog games, such as Dungeons and Dragons.