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Tytuł:
Antyutopia - o gatunku, którego nie było
Anti-utopia: A Genre that Never Was
Autorzy:
Maj, Krzysztof M.
Powiązania:
https://bibliotekanauki.pl/articles/579020.pdf
Data publikacji:
2019
Wydawca:
Łódzkie Towarzystwo Naukowe
Tematy:
anti-utopia, utopia, eutopia, dystopia, utopian studies, utopianism, Polish utopian studies
Opis:
The article collects a number of recent (and not-so-recent) arguments together against the common Polish usage of the term “anti-utopia” as synonymous with “dystopia” or, more often, as a name for a specifically defined genre which introduction requires producing confusing differentiations based on the degree of satire, criticism, or the lack of thereof in the fantastic extrapolation. The main thesis of the text comes from an observation that such scholarship seems to neglect a widely acknowledged discrepancy between utopia as a narrative or a world and utopianism as a transformative idea - which results in erroneous genological attribution of works famous inasmuch as George Orwell’s Nineteen Eighty-Four. To support the thesis, the article follows up with a series of etymological, philological, philosophical, and logical arguments in favour of using a term “dystopia” to denote any kind of narrative or world that deconstructs eutopian idealism, and reserving the predicate “anti-utopian” for a sociological critique of failed transformative efforts in society and philosophy.
Źródło:
Zagadnienia Rodzajów Literackich; 2019, 62, 4; 9-29
0084-4446
Pojawia się w:
Zagadnienia Rodzajów Literackich
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Utopia, czyli tam i z powrotem. O założeniach światotwórczych narracji eu- i dystopijnych
Autorzy:
Maj, Krzysztof M.
Powiązania:
https://bibliotekanauki.pl/articles/638952.pdf
Data publikacji:
2014
Wydawca:
Uniwersytet Jagielloński. Wydawnictwo Uniwersytetu Jagiellońskiego
Tematy:
utopia, dystopia, światotwórstwo, narracje światocentryczne, voyages imaginaires, fantasy i SF
Opis:
Utopia, or There and Back Again. On Worldbuilding Strategies in Utopian and Dystopian NarrativesThe paper aims to analyse worldbuilding strategies in a variety of eutopian (predominantly in literature) and dystopian narratives (in literature, movies and video games), in relation to the world-centred analyse that disseminates in contemporary narrative studies. Consequently, the study derives two possible worldbuilding models from a representative number of utopian texts, that is (1) a typical for early modern utopias and modern imaginary voyages “portal-quest” model (world W1 → gate / journey → world W2) and (2) an emblematic for the most postmodern dystopias model juxtaposing the centre and the peripheries, that deconstructs the first one in postcolonial perspective. Therefore, it becomes possible to compare worldbuilding foundations in so different a narrative like precursory 16th century Thomas More’s Utopia (1516) and 21st century video game Bioshock: Infinite by Irrational Games – which subsequently encourages utopian studies to notice the most contemporary narrative achievements within the genre.
Źródło:
Wielogłos; 2014, 3(21)
2084-395X
Pojawia się w:
Wielogłos
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Wymiary transfikcjonalności
Facets of transfictionality
Autorzy:
Maj, Krzysztof M.
Powiązania:
https://bibliotekanauki.pl/articles/1039688.pdf
Data publikacji:
2019-04-16
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
transfictionality
intertextuality
world-building
narrative metalepsis
theory of fiction
narratology
postclassical narratology
Opis:
The article Facets of Transfictionality delivers a concise analysis of the newly-introduced narratological concept of “transfictionality” (put forward by Richard Saint-Gelais in the early 2000s). The author discusses the phenomenon as emerging on the border between the text-centred poetics of classical narratology and the world-centred poetics of postclassical narratology by use of Jan-Noël Thon’s and Marie-Laure Ryan’s project of “media-conscious narratology”. Defined as such, transfictionality allows the contemporary phenomena of retelling or cross-over to be described without the necessity of reproducing fan-made concepts and terms of such ilk, and instead rooting them in established theoretical constructs, such as narrative metalepsis. Consequently, the article illustrates the postclassical theory of narrative and the theory of literature with examples more common to media studies, with the aim being to emphasise Ryan’s thesis that transmediality is only a specific case of transfictionality, and that the latter is a far older and better acknowledged concept what is generally understood as the theory of fiction. Moreover, the text follows up on Saint-Gelais’ inspirations derived from Umberto Eco’s cultural semiotics and proposes to introduce an Eco-inspired concept of “xeno-encyclopaedic competence” in order to determine a specific recipient’s competence that allows them to move across not only media or texts but also imaginary worlds, which consequently become their fictional habitats.
Źródło:
Przestrzenie Teorii; 2018, 30; 147-166
2450-5765
Pojawia się w:
Przestrzenie Teorii
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
O strukturze świata w narracyjnych grach wideo
On the structure of gameworld in narrative video games
Autorzy:
Maj, Krzysztof M.
Powiązania:
https://bibliotekanauki.pl/articles/1955348.pdf
Data publikacji:
2021-06-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
ludotopia
allotopia
location
biome
anthrome
world-building
Opis:
The article On the structure of gameworld in narrative video games proposes to introduce the term ‘ludotopia’ to Polish game studies in order to further compartmentalise the structure of video gameworld. Having reflected on the consequences of so-called world-centered turn in contemporary digital humanities, the author proceeds to defining archetypal structures that compose realities designed for the purposes of narrative video games, namely: locations and clusters of locations, the latter divided further into biomes and anthromes. The hierarchy introduced thereby is presented as an alternative for already influential (though, arguably, in transmedial world-building studies rather than game studies) trichotomy of mythos, topos, and ethos, as defined by Lisbeth Klastrup and Susana Tosca. In the end, the article cross-references the new structural hierarchy of ludotopographical components with a matrix of popular fantastic settings, seeking to delineate possible similarities between ludotopias and allotopias that would inform both game scholars and game designers on the ways of rapid prototyping of aesthetically diverse imaginary worlds.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2021, 29, 38; 43-55
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Misja: epidemia. Strach przed mutacją jako podstawa światotwórcza gier z trylogii StarCraft II
Autorzy:
Maj, Krzysztof M.
Powiązania:
https://bibliotekanauki.pl/chapters/1977008.pdf
Data publikacji:
2016
Wydawca:
Ośrodek Badawczy Facta Ficta
Opis:
In the chapter Mission: Outbreak. A Fear of Mutation as the World-building Basis for the StarCraft II Trilogy, Krzysztof M. Maj recognizes the postmodern reinterpretation of the figure of the zombie in real-time-strategy-based world-building. Having considered a zombie-centric narrative as central to both the game mechanics (survival scenariosin zombie-infested gameworlds, fortification and last-stands design in tower defense games etc.) and to the retroactive nature of post-apocalypse (zombies as remi niscence of a former human form), the author proceeds with a detailed analysis of the two major aspects of the StarCraft II storyline: the anthropocentric fear of mutation and xenonological need for evolution through assimilation. All things considered, the chapter invites a critical reading of postcolonial and paradigmatic discourses that allows Terrans and the Protoss to reduce the Zerg’s xenobiological ability to evolve through infesting other lifeforms and absorbing theirgenetic material to a mere parasitism and a travesty of the proces of natural evolution. Interpreted as zombie like xenomorphs, the Zerg seem to reveal an unexpected depth in their design which all the more contributes to a better understanding of how the myth of zombism may influence science fiction and fantastic world-building.
Źródło:
Zombie w kulturze; 149-167
9788394292317
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Światocentryczność fantastyki
Autorzy:
Maj, Krzysztof M.
Powiązania:
https://bibliotekanauki.pl/articles/2080455.pdf
Data publikacji:
2021-12-23
Wydawca:
Uniwersytet Pedagogiczny im. Komisji Edukacji Narodowej w Krakowie
Tematy:
światotwórstwo
allotopia
fantastyka
światocentryczność
fantasy
science fiction
world-building
fantastika
world-centeredness
fantasy studies
science fiction studies
Opis:
Artykuł wprowadza polskiego czytelnika w problematykę światocentryczności i zwrotu światocentrycznego we współczesnej teorii narracji. Nakreśliwszy kulturowe, ekonomiczne i transmedialne aspekty rzeczonego zwrotu, autor porusza problem dyskryminacji fantasy, science fiction oraz nurtów pokrewnych w akademickim piśmiennictwie teoretycznoliterackim XX i XXI wieku w Polsce. Celem tego jest przekierowanie uwagi teorii literatury na ignorowane dotąd aspekty twórczości artystycznej, takie jak choćby światotwórstwo (w miejsce fabułotwórstwa), imersja (w miejsce uważnego czytania) i performatywna światogra (w miejsce traktowania świata jako tła wydarzeń fabularnych). Wszystkie te zjawiska postuluje się włączyć w obręb postklasycznych studiów narratologicznych wykorzystywanych do analizy fantasy, science fiction oraz innych form fantastyki na przestrzeni różnych mediów.
The article introduces the reader to the phenomenon of the so-called world-centeredness as well as to the world-centered turn in contemporary narrative theory. Having delineated cultural, economic, and transmedial aspects of the turn in question, the author discusses the problem of academic discrimination against fantasy, science fiction, and similar genres in Polish literary theory of the 20th and 21st centuries. This aims for redirecting the focus of literary theory towards more neglected aspects of artistic production such as world-building (instead of storytelling), immersion (instead of closereading), and performatic worldplay (instead of backgrounding the diegetic world). All these new phenomena are suggested for inclusion in postclassical narrative studies applied to analysing fantasy, science fiction, and other forms of fantastika across the media.
Źródło:
Annales Universitatis Paedagogicae Cracoviensis. Studia Poetica; 2021, 9; 216-233
2353-4583
2449-7401
Pojawia się w:
Annales Universitatis Paedagogicae Cracoviensis. Studia Poetica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
La vendita del fumo. Izolacjonizm, szczęście i doskonałość w światach eutopijnych
Autorzy:
Maj, Krzysztof M.
Powiązania:
https://bibliotekanauki.pl/chapters/2080402.pdf
Data publikacji:
2017
Wydawca:
Ośrodek Badawczy Facta Ficta
Opis:
Krzysztof M. Maj in the chapter “La vendita del fumo”. On Isolationism, Happiness, and Perfection in Eutopian Storyworlds delivers a historial analysis of literary eutopias from classical texts by Thomas More, Tommaso Campanella, or Francis Bacon up to more contemporary iterations in the analysed genre. Most predominantly, the paper re-introduces such theoretical concepts as “sieged mentality”, teleo-eudaimonism, the sphere of idolum, topothesia, carentia defectus, as well as multiple philosophical approaches to isolationism and happiness—aiming at composing a definition of eutopia as not necessarily a narrative, but a living fictional world. Furthermore, the author proposes to view eutopia from allotopian (i.e. acknowledging the worldliness of the world and discouraging interpretations that frame eutopian worlds as fantastic and, ipso facto, unreal or unrelevant as secondary, subcreated worlds) perspective in order to deconstruct a postcolonial, diastatic relationship between the continent of empeiria and the island of (e)utopia. By doing so, he also tries to evade another crude juxtaposition that is the unequivocal difference between eutopia and dystopia—which, in the proposed approach, intertwine with each another as envisioning equaly logocentric, ethnocentric, and egocentric societies. It is only “a progression toward an attainable perfection” that allows utopias to become eutopian, performatively perfecting their status quo in order to reach Duns Scotus’ (unreachable) ideal of perfection understood teleologically as the finis ad quem res principaliter ordinatur. Last but not least, the chapter interpretes a number of Polish eutopian texts rarelier discussed in utopian studies, such as Antoni Lange’s Miranda, Stanisław Lem’s Eden, Wizja lokalna [Observation on the Spot], Golem XIV, or Janusz Zajdel’s Utopia—referring to both Polish, and international prominent contepts in generally understood utopianism.
Źródło:
50 twarzy popkultury; 131-161
9788394292362
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gdzie się kończy otwarty świat? O granicach grywalnej rzeczywistości
Where Does the Open World End? On the Borders of Playable Reality
Autorzy:
Maj, Krzysztof M.
Powiązania:
https://bibliotekanauki.pl/articles/2040256.pdf
Data publikacji:
2021-09-20
Wydawca:
Wydawnictwo Uniwersytetu Śląskiego
Tematy:
otwarty świat
gra wideo
światotwórstwo
ludotopia
mapy
open world
video game
world-building
maps
Opis:
Artykuł Gdzie się kończy otwarty świat? O granicach grywalnej rzeczywistości poświęcony jest analizie problemu światotwórczego związanego ze strategiami delimitowania obszaru otwartego świata oraz rolą granicy w zawężaniu zarówno pola eksploracji, jak i doświadczenia rozgrywki. Skorzystawszy z narzędzi dostarczanych przez kognitywną i transmedialną narratologię, jak również z badań empirycznych w obszarze wykorzystania map ciepła w badaniu eksplorowania świata gier wideo, autor stara się rozważyć, czy wykorzystanie fokalizacji oraz wiedzy o narracyjnym polu widzenia może przysłużyć się pogłębieniu doświadczeń imersywnych w eksploracji i zwiększeniu swobody dokonywania wyborów – aspektów kluczowych dla pełnej satysfakcji odbiorczej z prawdziwie otwartego świata. Tezy artykułu zilustrowane są analizami światocentrycznymi wybranych gier wideo (Cyberpunk 2077, Skyrim, Total War: Warhammer II, Divinity II: Ego Draconis i innych). Celem analiz jest uwydatnienie najważniejszych komponentów otwartego świata gry i, co najistotniejsze, rozstrzygnięcie tego, do czego w gruncie rzeczy odnosić się może owo otwarcie.
This article addresses the issue of world-building as related to the strategies of delimiting the openness of the gameworld. Specifically, it treats of the role of a borderline that restricts both the range of exploration and the gaming experience. By using tools supplied by cognitive and transmedial narratology and by referring to empirical studies in thermal mapping of explorable game space, Krzysztof M. Maj inquires whether the use of focalization and of the knowledge of the narrative field of view can offer deepened immersive exploratory experiences and a greater freedom of choice – aspects crucial for the full enjoyment of a genuinely open world. Maj supports his theses with world-centered analyses of selected video games (Cyberpunk 2077, Skyrim, Total War: Warhammer II, Divinity II: Ego Draconis and others). His goal is to emphasize the most crucial aspects of an open gameworld and, most importantly, to decide what this “openness” actually refers to.
Źródło:
Śląskie Studia Polonistyczne; 2021, 18, 2; 1-15
2084-0772
2353-0928
Pojawia się w:
Śląskie Studia Polonistyczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Ksenologia i ksenotopografia Bernharda Waldenfelsa wobec podstawowych założeń światotwórczych literatury fantastycznej (Orson Scott Card, Neil Gaiman, George R. R. Martin)
Xenology and xenotopography of Bernhard Waldenfels
Autorzy:
Maj, Krzysztof M.
Powiązania:
https://bibliotekanauki.pl/articles/18696929.pdf
Data publikacji:
2014
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Opis:
The paper strives to adapt Bernhard Waldenfels’ xenology and so called ‘xenotopography’ for the philosophico-literary studies in fantastic world-building with a special concern of the ‘portal-quest’ model of fantasy and SF. Following Waldenfel’s remarks on the nature of post-Husserlian diastasis of our world [Heimwelt] and otherworld [Fremdwelt] and acknowledging the consequences of allocating one’s attitude towards the otherness in the symbolical borderland [‘sphere of intermonde’] in between, it is examined whether such a model can occur in the fantastic literature and what may be the consequence of xenotopographic reconsideration of its basic ontological premises. Additionally, the article offers an original xenotopograpfic model of world-building which addresses three carefully chosen case studies of fantastic worlds from Orson Scott Card’s Ender’s Game tetralogy, Neil Gaiman’s Stardust and George R. R. Martin’s The Song of Ice and Fire. In the end, it is suggested that hitherto presented xenotopography gravely inspired a postmodern shift in the genres of fantasy and SF which results in more ethically conscious representations of the otherness and even more concise and alien comprehensive world-building. 
Źródło:
Internetowy Magazyn Filozoficzny Hybris; 2014, 27, 4; 72-95
1689-4286
Pojawia się w:
Internetowy Magazyn Filozoficzny Hybris
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Ludotopia. O granicy świata gry
Ludotopia. On the Boundaries of the World of Games
Autorzy:
Maj, Krzysztof M.
Powiązania:
https://bibliotekanauki.pl/articles/2036510.pdf
Data publikacji:
2021-12-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
ludotopia
endgame
gameworld
storyworld
world-building
Assassin’s Creed: Odyssey
Opis:
The essay presents an overview of the possible meanings and applications of the newly-coined term ‘ludotopia’, i.e. a “dialectical entanglement of game and space” – which challenges the boundaries of two neighbouring worlds: storyworld and gameworld. Seeking to trace the limitations of a thus defined gaming space, the author proceeds by reflecting upon the end of the game, or, more precisely, the endgame, in order to reconcile it with a notion of horismós (ὁρισμός) popular in more hermeneutically aligned video game studies. While doing so, the paper delivers an analysis of Assassin’s Creed: Odyssey showing three distinct stages in which a ludotopia can be opened towards more advanced world-building: (1) exploration and map reveal; (2) synchronisation of intelligible tags; and (3) renewal of narrative motivation. Thanks to a world-centered approach to the interpreted video game, the essay addresses how players inhabit, traverse, explore, and understand the surrounding ludic reality, rather than focusing on video game mechanics or procedures that affect their gameplay. In the end, a precise distinction between the storyworld and gameworld is introduced in order to reevaluate the ways both terms overlap with the aforementioned interpretation of ludotopia.
Źródło:
Przestrzenie Teorii; 2021, 35; 347-364
2450-5765
Pojawia się w:
Przestrzenie Teorii
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Silmarillion — allotopia J. R. R. Tolkiena w perspektywie ardologicznej
Silmarillion—J. R. R. Tolkien’s Allotopia From Ardological Perspective
Autorzy:
Maj, Krzysztof M.
Powiązania:
https://bibliotekanauki.pl/articles/1202404.pdf
Data publikacji:
2017
Wydawca:
Ośrodek Badawczy Facta Ficta
Tematy:
allotopia
Tolkien
John Ronald Reuel Tolkien
Silmarillion
English literature
subcreation
world-building
Opis:
The article Silmarillion—J. R. R. Tolkien’s Allotopia From Ardological Perspective aims at outlining the methodology for studying Tolkien’s world-building project without the need of acknowledging the text-centered reading paradigm. Having differentiated tolkienology, as text-focused, philological studies, from ardology, understood as world-building studies, Maj deconstructs the use of Tolkienian’s “subcreation” in literary theory as far too indebted in the metaphysics of presence to establish a neutral framework for studying the process of constructing a fictional reality. With the examples from Silmarillion—perhaps the best instance of modern mythography, in no way resembling the narrative arc of a prototypical fantasy novel—the author builds up on the notion of “allotopia” as the world independent insofar to create its own ontologies, topographies, languages, philosophy, history, literature, art, or even physical artifacts—without the need of anchoring the overall creation in a metaphysical paradigm. Correspondingly, the text offers an insight to a number of theories in postclassical narratology or postmodern philosophy that may help in understanding the scale of Tolkien’s solemn contribution to the art of fantastic world-building.
Źródło:
Creatio Fantastica; 2017, 2(57); 73-91
2300-2514
Pojawia się w:
Creatio Fantastica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Siódma przechadzka po lesie fikcji. O książce „Między światami” Piotra Stasiewicza i badaniach nad fantastyką po zwrocie postmodernistycznym
The Seventh Walk in a Fictional Wood. Notes on Piotr Stasiewicz’s book „Between Worlds” and Postmodern Fantasy Studies
Autorzy:
Maj, Krzysztof M.
Powiązania:
https://bibliotekanauki.pl/articles/1202426.pdf
Data publikacji:
2018
Wydawca:
Ośrodek Badawczy Facta Ficta
Tematy:
postmodernism in fantasy
literary theory
intertextuality
Opis:
Reviewed book: Piotr Stasiewicz, Między światami. Intertekstualność i postmodernizm w literaturze fantasy, Białystok Wydawnictwo Uniwersytetu w Białymstoku 2016, ISBN 978-83-7431-494-7
Źródło:
Creatio Fantastica; 2018, 1(58); 191-212
2300-2514
Pojawia się w:
Creatio Fantastica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Groza systemowej niewiedzy. O dystopijnej rzeczywistości Przeglądu Końca Świata Miry Grant
Autorzy:
Maj, Krzysztof M.
Powiązania:
https://bibliotekanauki.pl/chapters/1970225.pdf
Data publikacji:
2016
Wydawca:
Ośrodek Badawczy Facta Ficta
Opis:
English summary In the chapter Horror of the Systemic Unawareness. On A Dystopian Reality of Mira Grant’s “Newslfesh” Krzysztof M. Maj invites a Foucauldian reading of the eponymous fear of being unaware of the truth about the “founding lie” of dystopian sociostasis. While doing so, he proceeds with an analysis of the basic components of dystopian narrative, pondering on the subtle relationships between the so-called young adult dystopias, postapocalyptic lore, and “political technology of the body”—with the latter being an ultimate tool of authoritatian control observed in Newsflesh trilogy. Simultaneously, the chapter serves as a concise introduction to contemporary world-centered dystopian narratives, greatly inspired by a deconstructive approach to utopian and dystopian studies, with a particular emphasis on the subversion of metaphysical paradigms and binary oppositions, critique of logocentrism and panopticism, or dissemination of power/knowledge. Finally, Maj argues that the state of unawareness may be both a curse and a blessing in a dystopian reality—a curse, as it strikes fear into the hearts of subdued citizens who learn thereby to be afraid of any rebellious activities, and a blessing, as it may inspire a strong individual to overcome their fear and challenge the reign of oppressive authorities.
Źródło:
Światy grozy; 165-184
9788394292300
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Ksenotopografia i ksenoencyklopedia. Myśl Bernharda Waldenfelsa w badaniach nad światotwórstwem
Autorzy:
Maj, Krzysztof M.
Powiązania:
https://bibliotekanauki.pl/chapters/2010232.pdf
Data publikacji:
2017
Wydawca:
Ośrodek Badawczy Facta Ficta
Opis:
The aim of the chapter Xenotopography and Xenoencyclopaedia. Bernhard Waldenfel’s Thought in World-building studies is to adapt the philosopher’s project of “phenomenology as xenology” to literary theory, with a particular emphasis on fantastic poetics and world-building studies. Referencing Waldenfel’s Topography of the Other and Basic Motifs of the Phenomenology of the Other, as well as his article In the place of Other from „Continental Philosophy Review”, the paper compares the project of xenotopography to the narratological notion of “xenoencyclopaedia”, developed by Richard Saint-Galeis and inspired by Umberto Eco’s studies on the “world of Encyclopaedia” and “encyclopaedic competence”. Having articulated a topographical depiction of otherness as presented by Waldenfels, and expanding Husserlian dichotomy of the known and unknown world with his notion of the Third (who clearly seems to merge with the figure of literary recipient), the paper finally proceeds with proposing a “world-sensitive” approach to fantasy world-building studies. Shown as such, the aforementioned concept proves to be well-aligned with theoretical notions arose after so-called topographical turn in cultural studies.
Źródło:
Wykluczenia; 267-286
9788394292355
Dostawca treści:
Biblioteka Nauki
Artykuł

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