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Fantasy

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uthor-link=Ryan Dancey |title=Adventure Game Industry Market Research Summary (RPGs) |version=V1.0 |publisher=Wizards of the Coast |date=February 7, 2000 |url =http://www.rpg.net/news+reviews/wotcdemo.html |access-date=23 February 2007}}</ref> Products branded Dungeons & Dragons made up over fifty percent of the RPG products sold in 2005.[1]

The science fantasy role-playing game series Final Fantasy has been an icon of the role-playing video game genre (as of 2012 it was still among the top ten best-selling video game franchises). The first collectible card game, Magic: The Gathering, has a fantasy theme and is similarly dominant in the industry.[2]

Classification

By theme (subgenres)

Fantasy encompasses numerous subgenres characterized by particular themes or settings, or by an overlap with other literary genres or forms of speculative fiction. They include the following:

By the function of the fantastic in the narrative

In her 2008 book Rhetorics of Fantasy,[3] Farah Mendlesohn proposes the following taxonomy of fantasy, as "determined by the means by which the fantastic enters the narrated world",[4] while noting that there are fantasies that fit none of the patterns:

Portal fantasy
In "portal-quest fantasy" or "portal fantasy", a fantastical world is entered, behind which the fantastic elements remain contained. A portal-quest fantasy typically tends to be a quest-type narrative, whose main challenge is navigating the fantastical world.[5] Notable examples include L. Frank Baum's The Wonderful Wizard of Oz (1900), C. S. Lewis' The Lion, the Witch and the Wardrobe (1950),[6] and Stephen R. Donaldson's late-1970s series The Chronicles of Thomas Covenant.[7] In Japan, the genre of portal fantasy is known as isekai (Japanese: 異世界, transl. "different world" or "otherworld").
Immersive fantasy
In "immersive fantasy", the fictional world is seen as complete, its fantastic elements are not questioned within the context of the story, and the reader perceives the world through the eyes and ears of viewpoint characters native to the setting. This narrative mode "consciously negates the sense of wonder" often associated with science fiction, according to Mendlesohn. She adds that "a sufficiently effective immersive fantasy may be indistinguishable from science fiction" as the fantastic "acquires a scientific cohesion all of its own". This has led to disputes about how to classify novels such as Mary Gentle's Ash (2000) and China Miéville's Perdido Street Station (2000).[8]
Intrusion fantasy
In "intrusion fantasy", the fantastic intrudes on reality (unlike portal fantasies), and the protagonists' engagement with that intrusion drives the story. Usually realist in style, these works assume the default world as their base. Intrusion fantasies rely heavily on explanation and description.[9] Immersive and portal fantasies may themselves host intrusions. Classic intrusion fantasies include Dracula by Bram Stoker (1897) and Mary Poppins (1934) by P. L. Travers.[10] In French-speaking countries, it is considered as a genre distinct from fantasy, the fantastique.
Liminal fantasy
In "liminal fantasy", the fantastic enters a world that appears to be our own. The marvelous is perceived as normal by the protagonists at the same time as it disconcerts and estranges the reader. This is a relatively rare mode. Such fantasies often adopt an ironic, blasé tone, as opposed to the straight-faced mimesis more common to fantasy.[11] Examples include Joan Aiken's stories about the Armitage family, who are amazed that unicorns appear on their lawn on a Tuesday, rather than on a Monday.[10]

Subculture

Avon Fantasy Reader 18

Professionals such as publishers, editors, authors, artists, and scholars within the fantasy genre get together yearly at the World Fantasy Convention. The World Fantasy Awards are presented at the convention. The first WFC was held in 1975 and it has occurred every year since. The convention is held at a different city each year.

Additionally, many science fiction conventions, such as Florida's FX Show and MegaCon, cater to fantasy and horror fans. Anime conventions, such as Ohayocon or Anime Expo frequently feature showings of fantasy, science fantasy, and dark fantasy series and films, such as Majutsushi Orphen (fantasy), Sailor Moon (urban fantasy), Berserk (dark fantasy), and Spirited Away (fantasy). Many science fiction/fantasy and anime conventions also strongly feature or cater to one or more of the several subcultures within the main subcultures, including the cosplay subculture (in which people make or wear costumes based on existing or self-created characters, sometimes also acting out skits or plays as well), the fan fiction subculture, and the fan video or AMV subculture, as well as the large internet subculture devoted to reading and writing prose fiction or doujinshi in or related to those genres.

According to 2013 statistics by the fantasy publisher Tor Books, men outnumber women by 67% to 33% among writers of historical, epic or high fantasy. But among writers of urban fantasy or paranormal romance, 57% are women and 43% are men.[12]

Analysis

Fantasy is studied in a number of disciplines including English and other language studies, cultural studies, comparative literature, history and medieval studies. For example, Tzvetan Todorov argues that the fantastic is a liminal space. Other work makes political, historical and literary connections between medievalism and popular culture.[13]

See also

References

  1. ^ Hite, Kenneth (March 30, 2006). "State of the Industry 2005: Another Such Victory Will Destroy Us". GamingReport.com. Archived from the original on April 20, 2007. Retrieved 21 February 2007.
  2. ^ ICv2 (November 9, 2011). "'Magic' Doubled Since 2008". Retrieved November 10, 2011. For the more than 12 million players around the world [...]{{cite web}}: CS1 maint: numeric names: authors list (link) Note that the "twelve million" figure given here is used by Hasbro; while through their subsidiary Wizards of the Coast they would be in the best position to know through tournament registrations and card sales, they also have an interest in presenting an optimistic estimate to the public.
  3. ^ Mendlesohn, Farah (2008). Rhetorics of Fantasy. Middletown, Conn.: Wesleyan University Press. ISBN 978-0819568687. Project MUSE book 21231.
  4. ^ Mendlesohn, "Introduction"
  5. ^ Mendlesohn, "Introduction: The Portal-Quest Fantasy"
  6. ^ Mendlesohn, "Chapter 1"
  7. ^ Senft, Michael (March 19, 2020). "From Wonderland to Outlander, Your Guide to Portals to Other Worlds". Phoenix New Times. Retrieved 20 August 2022.
  8. ^ Mendlesohn, "Introduction: The Immersive Fantasy"
  9. ^ Mendlesohn, "Introduction: The Intrusion Fantasy"
  10. ^ a b Mendlesohn, "Chapter 3"
  11. ^ Mendlesohn, "Introduction: The Liminal Fantasy"
  12. ^ Crisp, Julie (10 July 2013). "SEXISM IN GENRE PUBLISHING: A PUBLISHER'S PERSPECTIVE". Tor Books. Archived from the original on 30 April 2015. Retrieved 29 April 2015. (See full statistics)
  13. ^ Jane Tolmie, "Medievalism and the Fantasy Heroine", Journal of Gender Studies, Vol. 15, No. 2 (July 2006), pp. 145–158. ISSN 0958-9236