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What is Fantasy

International Perspectives on Rethinking Evil in Film and Television
A genre, which includes events or characters that created by human imagination.
Published in Chapter:
Change of Good and Evil Concepts in Fantasy Genre
Selvi Şenel (Independent Researcher, Turkey)
DOI: 10.4018/978-1-7998-4778-6.ch003
Abstract
In the postmodern era, concepts, notions, even ideologies that used to be concrete lost their precision. On the contrary to the clear point of view of modernism with linearity, postmodernism is circular and holistic. Thus, concepts like good and evil must not be seen as a total contrast. With the holistic approach of postmodernism, there can be evil in good and good in evil. In the popular fantasy texts that have been made especially in the last decade, this change easily can be seen in the characters. In this part, change of the good and the evil concepts in the fantasy genre will be examined in the context of postmodernism and developments in these concepts will be approached with the roles as hero, villain, anti-hero, anti-villain.
Full Text Chapter Download: US $37.50 Add to Cart
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Detecting the Risk of Online Harms on People With Social Orientation Impairments: The Role of Automated Affective Content Screening of Neuro-Response Plasticity
Subconsciously encoded responses to the neurotransmited and ingested substances that affect a person’s ability to achieve the things they want to achieve.
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Serious Games as a Learning Tool: A Scope in the Indian Context
Games can incorporate imaginary worlds, characters, activity inside a world that has no impact on the real world, and nothing outside the game is relevant, but the context it leads the player to greater interest and helps to increase efficiency of learning.
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Revealing New Hidden Curriculum and Pedagogy of Digital Games
Fantasy is an imagined event or sequence of mental images, such as a daydream, usually fulfilling a wish or psychological need. The contexts of computer games provide fantasy, curiosity, concentration and uncertainty, and so forth. Those cannot be experienced in the real world.
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Design of Fantasy and Their Effect on Learning and Engagement in a Serious Game
Fantasy is defined as an environment that “evokes mental images of physical or social situations that are not actually presented” ( Malone & Lepper, 1987 , p. 240).
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