Fantasy

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Fantasy

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Title: Fantasy


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Fantasy
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Fantasy Two meanings
  • Fantasy can be seen as a psychological phenomenon
  • Fantasy can be seen as a form of literature

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Fantasy literature
  • Fantasy literature (and film, TV, etc.) presents
    the audience with a world, characters, events or
    circumstances that are either impossible or so
    unlikely that any reasonable person would not
    believe that they either had previously happened
    or are likely to happen in the historical world

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Influences on fantasy
  • Fairy stories are sources of much of the content
    found in contemporary fantasy
  • Elves, dwarves, dragons, witches, etc.
  • Classic myths have often inspired the plotlines
    as well as contributing characters to the fantasy
    genre
  • Heros, quests, fairy stories, Greek myths,
    conflicts between good and evil

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Related genres or subgenres
  • Dark fantasy--------Horror
  • Science fantasy--------Science fiction
  • Superhero fantasy

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Why do we like them?
  • One argument is that we enjoy pure escapism
  • Simply being immersed in a fantasy land with
    mystical or nonhuman characters is said to be
    enjoyable in and of itself
  • Questionable
  • Another argument is that by taking control over
    the environment the author can simplify the
    conflicts, provide clear characterization that is
    not muddied by experience, etc.

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What attracts us to fantasy?
  • Pure escapism
  • Simplification, clarity of exposition
  • Basic, primal themes and characters
  • Invokes a sense of wonder

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  • A third explanation is that these timeless
    stories are that way because they touch something
    basic and primal in the human psyche
  • Freuds views on the conflicts involved in
    maturation, the id, the ego, the superego
  • Jungs archetypes as collective unconscious

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  • A fourth explanation is that they invoke in us a
    sense of wonder
  • The sense that has declined in the face of
    secularization, science
  • The same need for a sense of wonder that sparked
    the religious revival of the 1970s and 1980s

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Common features
  • Magic/mysticism
  • Monsters
  • Non-human characters
  • Often taken from Nordic mythology
  • Classic sexist stereotyping
  • Recent moves toward less stereotyped portrayals
  • Human heroes
  • Knights, kings, common men pressed into service

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Common features
  • Stereotypic character roles
  • Hero, helper, princess, witch, evil knight, etc.
  • Quests
  • The Holy Grail, the Golden Fleece, Destruction of
    the Ring, Recovery of the Lost Ark, The getting
    of wisdom, Destruction of the Minotaur
  • Cataclysmic confrontation between good and evil
  • Battle for Middle Earth, War for Narnia, etc.

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Development of fantasy
  • The folk (fairy) stories of Germany, etc. were
    handed down through the ages
  • The Brothers Grimm
  • Hans Christian Anderson
  • Childrens fantasy stories
  • Developed and became popular during the 1800s
  • A few fantasy stories aimed at adults, but the
    genre considered to be lower quality than
    traditional drama writing
  • Alice in Wonderland

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  • Science fiction became a significant subgenre in
    late 1800s with H.G. Wells and Jules Verne
  • At the beginning of the 20th Century, lost
    world fantasies were developed and became
    popular, making adult fantasy a recognized genre
  • Horror films became popular in the 1930s and
    beyond
  • The high fantasy works of C.S. Lewis and J. R.
    R. Tolkien raised fantasy to a high literary
    standard and increased its popularity

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  • 1950s science fiction films and TV shows enhanced
    the popularity of fantasy with wide audiences
  • Continuing but rather cult-status interest in
    fantasy until Star Trek franchise and then Star
    Wars film series
  • Expanded interest in fantasy, especially with
    J.K. Rowlings Harry Potter series

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  • Fantasy video games among the most popular,
    especially in the role-playing genre
  • Dungeons and Dragons
  • Final Fantasy

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Adaptive functions of fantasy and imagination
  • May enhance self-knowledge and self-understanding
    by helping individuals to clarify their thoughts
    and to stay in touch with their needs and
    feelings
  • Promote decision making by allowing one to spell
    out anticipated consequences of ones choices
  • Regulate moods and emotions, and relieve
    tensionfor example, by allowing individuals to
    relive the positive or negative emotions
    associated with previous experiences

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Two types of thinking
  • Paradigmatic and narrative thinking are
    complementary
  • Paradigmatic thinking involves logical and
    verbal thinking and its object is to test for
    empirical truth
  • Good argument, tight analysis, falsifiable
    empirical discovery
  • Narrative thinking entails storylike, imagistic
    thinking, and its object is not truth but
    verisimilitude or lifelikeness

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  • Narrative thinking seeks good stories, gripping
    drama, and believable (though not necessarily
    true) historical accounts
  • Fantasy and imagination play an essential role
    in narrative thinking

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Escapism
  • Overproduction of unpleasant fantasies
  • Boredom-avoidance

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Thematic Correspondence Hypothesis
  • People choose content based on their fantasies
  • Those with violent fantasies tend to watch
    violent content
  • However, reverse causation is indicated
  • May be reciprocal

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Thematic Compensation Hypothesis
  • people select entertainment themes that reflect
    those types of fantasies that they cannot produce
    themselves
  • Erotica
  • Freudian argument that fantasies reflect
    unsatisfied wishes
  • Evidence to date does not supportpeople watch
    content they tend to fantasize about

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Role of fantasy and imagination during media
exposure
  • Very little research carried out on this
  • Must draw from related disciplines
  • Emotional involvement in fantasy worlds runs
    counter to prior emotion theory
  • Emotions were thought to be tied to a feeling
    that what one was witnessing was realthe more
    real, the more powerful the emotional response

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Aesthetic emotion
  • According to Frijda (1989), viewers experience
    aesthetic emotions because they regard the events
    in films as true events in an imaginary world.
    Viewers do not perceive the occurrence of these
    events as unreal they just discount any proof in
    the film that point to it being unreal.

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Harris
  • Two ways of watching a movie (TV show, etc.)
  • In default mode, the viewers do not employ
    their knowledge of the reality status of the
    movie to suppress their emotions
  • They are aware the movie is unreal, they just
    dont take it into account
  • In the second way in which viewers consume
    fictional entertainment, they do use their
    knowledge of the reality status of the movie.
  • They do so either because the movie challenges
    their suspension of disbelief or because of the
    shocking character of what they seethey protect
    themselves by remembering the fictional nature of
    the events, etc.

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  • When viewers consume fiction in the default
    mode, that is, escorted by emotions, they rely on
    their experiential system of information
    processing. The experiential system involves
    rapid, automatic processing, is
    pleasure-oriented, emotionally driven, and
    characterized by a primacy of affective
    reactions.

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Immersion
  • Transportation
  • Diegetic effect
  • Presence
  • The viewer/consumers mental system becomes
    focused on the events occurring in an imaginary
    world while the real-world events are suppressed,
    the viewer witnesses the imaginary events and
    these drive the viewers emotional system, and
    the force of the effect is derived from our
    capacity for imagination

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Responses to drama (Polichak and Gerrig)
  • Inferences
  • As if responses
  • Problem-solving responses
  • Replotting responses
  • Evaluatory responses

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Social Responses
  • Empathy
  • Parasocial interaction

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Role of fantasy and imagination after exposure
  • Stimulation
  • It appears that media content can stimulate
    certain forms of fantasy
  • The evidence does not seem to demonstrate that
    imagination is enhanced by audiovisual
    stimulation
  • Scholars appear to assume that books, etc.
    stimulate imagination

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Reduction hypotheses
  • Visualization hypothesis
  • By providing ready-made video and audio, the
    stimulation of imagination (among kids) is
    reduced
  • The evidence is mixed
  • Rapid-pacing hypothesis
  • Little time to evaluate, think over content
  • Evidence is inconclusive

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  • Passivity hypothesis
  • Television generates a passive, let you
    entertain me attitude that suppresses
    imagination
  • Again, evidence lacking and other
    let-you-entertain-me situations are not
    included (plays, listening to books being read,
    etc.)
  • Arousal hypothesis
  • Arousal leads to hyperactivity, impulsive
    behavior
  • Some evidence in the case of violent programming,
    but limited understanding of the mechanism
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