Fantasy Media
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Fantasy Media in the Classroom
A common misconception is that professors who use popular culture and fantasy in the classroom have abandoned the classics, yet in a variety of contexts--high school, college freshman composition, senior seminars, literature, computer science, philosophy and politics--fantasy materials can expand and enrich an established curriculum. The new essays in this book combine analyses of popular television shows including Buffy the Vampire Slayer; such films as The Matrix, The Dark Knight and Twilight; Watchmen and other graphic novels; and video games with explanations of how best to use them in the classroom. With experience-based anecdotes and suggestions for curricula, this collection provides a valuable pedagogy of pop culture.
Politics in Fantasy Media
Fantasy is often condemned as escapist, unsophisticated and superficial. This collection of new essays puts such easy dismissals to the test by examining the ways in which Fantasy narratives present diverse, politically relevant discourses--gender, race, religion or consumerism--and thereby serve as indicators of their real-world contexts. Through their depiction of other worlds allegedly disconnected from our own, these texts are able to actualize political attitudes. Instead of categorizing Fantasy either as conservative or progressive, the essays suggest that its generic peculiarity allows the emergence of productive forms of oscillation between these extremes. Covered are J.R.R. Tolkien's The Lord of the Rings, George R.R. Martin's A Song of Ice and Fire sequence, J. K. Rowling's Harry Potter novels, the vampire TV series True Blood, and the dystopian computer game Fallout 3.