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| Science fiction and fantasy films/television
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Yahoo.com
Directory: Science Fiction and Fantasy
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Sci-Fi
Movie Page
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SF
Movies
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Science
Fiction Films
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Science
Fiction Films [Susan Stepney]
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sffworld.com:
TV/Movies
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SciFlicks.com:
Science Fiction Drama
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SciFilm.org:
A Cereblation of Sci-Fi, Fantasy, Horror and Special Effects Films
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Geocities.com:
Science Fiction Films
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Tripod.com:
Sci-Fi Movie Page
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Scifimovies.com:
Science Fiction Movies
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Fantasy
films are related in that both involve audiences in the experience
of alternative worlds and ways of thinking. Through the experience
of these alternative perspectives, audiences may return to their
lived-world experience with new, alternative, creative insights.
In both genres, audiences need to be able to suspend their disbelief
and momentarily enter into an alternative world without imposing
their reality-bound assumptions — the belief that “this
would never happen in the real world.”
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The fantasy genre focuses more on the mythic, magical quest journey
in which the “good” heroes confront various challenges
associated with “evil,” challenges that test their tenacity,
particularly in the final challenge. In 20,000 Leagues Under
the Sea, based on the Jules Verne novel, Captain Nemo and his
submarine crew journey to the depths of the ocean and face the giant
squid. In The Wizard of Oz, the band of characters cope
with different challenges, culminating with the final confrontation
with the Wizard. Many of the fantasy heroes are loners or orphans
who come out of obscurity to become heroes (Scott, 2002). In The
Lord of the Rings, The Fellowship of the Ring, Frodo Baggins
lives alone in a rural village until he is summoned to lead a group
to face a whole series of bizarre, supernatural creatures and worlds,
each requiring him and his companions to out-wit the enemy in the
land of Mordor. In The Harry Potter series, Harry is an
orphan who lives with his abusive aunt and uncle. Superman is a
“mild-mannered reporter” until he is faced with the
need to intervene to save someone. Spiderman is an “outsider”
high school student until he is transformed into Spiderman. |
These loner, outsider figures appeal to adolescent audiences
who experience a related sense of being outsiders who imagine themselves
as becoming heroic. As A. O. Scott (2002) notes: |
For all their ancient and futuristic trappings,
fantasy stories speak directly to the condition of contemporary
male adolescence, and they offer a Utopian solution to the anxiety
and dislocation that are part of the pyschic landscape of youth.
Freaks become heroes. The confusing issue of sex is kept at a safe
distance; romantic considerations are ancillary to the fight against
evil, and to the cameraderie of warriors. But ultimately, whatever
fellowship he may have found along the way, the hero's quest is
solitary, his triumph an allegory of the personal fulfillment that
is, in the real world, both a birthright and a mirage. |
Scott also notes that the appeal of fantasy is based on the nostalgic,
conservative desire for the restoration of innocence and goodness
in a world perceived as cynical, corrupt, evil, and complex. Fantasy
worlds revolve around simplistic binary distinctions between to
good versus evil, in which the good ultimately triumphs |
And, Scott notes, the hero triumphs not through greater physical
prowess, but through his knowledge of specific details, outwitting
the enemy. Again, this focus on knowledge appeals to the outside
nerd who has acquired detailed, seemingly useless knowledge and
fantasy lore. This appeal is socially manifested in audience participation
in fan clubs,
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Star
Wars fan clubs
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Star
Trek fan clubs
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in which knowledge about the particular fantasy establishes
one’s identity in these clubs through participation on fan
chat rooms, fanzines, and conventions (see also media ethnography).
In his study of Trekkies, Henry Jenkins (19 ) found that members
of Star Trek fan clubs actively engaged in assuming Star
Trek roles, sharing artifacts, and creating their own edited video-tape
versions of past shows.
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Another essential element of fantasy is the role of magic as
manifested magic transformations in which human characters are transformed
into flying figures or assume special powers. One of the reasons
that fantasy works well as animated films, as in Toy Story,
Shrek, Monsters, Inc., Fantasia, Snow White and the Seven Dwarfs,
Fantasia, Who Framed Roger Rabbit, and Mulan is that
animation, as well as the use of computer special effects, dramatically
portray the transformation power of magic
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The adventure science-fiction film such as Star Wars,
The Empire Strikes Back, and Return of the Jedi, as
Joseph Campbell (1991) demonstrates in his book, The Power of
Myth, share with fantasy quest films the focus on mythic/archetypal
quest, in this case, Luke Skywater’s search for the father
represented by Darth Vader, involving the traditional tension between
good versus evil — the encroaching power of “the empire,”
made up of the “Jedi Knights,” the “Jawas”
who trade “androids,” and the “Droids.” |
As in the horror genre, there is a fascination with the unknown,
alien “other” portrayed in the science fiction genre
as a threat to civilization, as well an uneasy ambiguity associated
with the idea that our own technological advances may serve to be
destructive. The nature of the alien has shifted with shifts in
cultural attitudes and fears. In the 1950s, fear of the presumed
pervasive Communist threat was manifested in the fact that alien
invaders were “out there,” but invisible. Other films,
such as Invasion of the Body Snatchers, challenged the
cultural conformity associated with the 1950s, as did Fahrenheit
451 in the 1960s and A Clockwork Orange in the 1970s.
With the rise of technological advances in the 1960s, 1970s, and
1980s, the threats took the forms of technology gone amok —
nuclear disasters, mutant insects, computer breakdowns, skyscraper
fires, etc. In the 1990s, the threat of environmental destruction,
epidemic diseases, mind-control, and genetic manipulation was reflected
in films such as 12 Monkeys, Contact, The Matrix, and Gattaca.
For example, in Gattaca, the potential effects of genetic manipulation
is examined in terms of a family having to decide to not genetically
modify one of their sons. |
Television science fiction/fantasy series such as Star Trek,
Star Trek Generations, Star Trek: First Contact also involve
space adventure conflicts with “the other.” In this
series, the sidekick figure, as in the Western, Dr. Spock, is someone
who can connect to the local culture of alien worlds, providing
Captain Kirk and his crew with useful information. |
dmoz.org:
Science Fiction and Fantasy
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SF:
The Ultimate Science Fiction Web Guide
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Yahoo
Directory: Television Shows: Science Fiction and Fantasy
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Science fiction films such as Outbreak, Strange Days, 12
Monkeys, Men in Black, The Matrix, and Minority Report
and television series The Twilight Zone, Dr. Who, and The
X-Files examine larger issues of the effects of changes in
science/technology on society, as well as unexplained paranormal
psychological events, time travel, mind-control, and alien abduction
that elude scientific explanation. |
In many cases, the technological advances portrayed in science
fiction films portend actual advances that later occur. For a comparison
of the technology portrayed in Stanley Kubrick’s 2001, made
in 1968, and the actual technology of 2001 see The
Tech / 2001: Destination Space. |
Science fiction film/television often draws on the themes, ideas,
and storylines of science fiction writers such as Ray Bradbury,
Isaac Asinov, and Philip Dick. For example, Philip Dick’s
1968 novel, Do Androids Dream of Electric Sheep? was the
basis for Blade Runner, which portrays a cop who kills artificially
created humans; his 1966 story, "We Can Remember It for You
Wholesale” was the basis for Total Recall, a story
about a man who has an adventure on Mars implanted in his memories;
and his 1956 story, "The Minority Report," was the basis
for Minority Report, about police use of precognitive mutants
to arrest people before they commit crimes. |
One important subgenre of science fiction/fantasy is the computer
video game, which, as Henry
Jenkins argues, serves to transports
its users into a different social realm or world.
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Sci-fi
Space
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Sci-fi
cable channel |
Science
Fiction Movie Heaven
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Bright
Lights science fiction film journal
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Computer
Crowsnest: Science fiction site
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Courses in science fiction
Miami
University: A Course in Science Fiction
University
of Minnesota: Science Fiction |
Webquest:
War of the Worlds: Fear of Invasion
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Lorna
Dils, Science Fiction and the Future
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Lesson
plan: Blade Runner
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Guy
Walters: Artificial Intelligence in the Cinema
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Suite
101: Science Fiction and Society
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University
of California, Berkeley library: Bibliography on science fiction
films
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Webquest:
Anthem: A Utopian Society
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Webquest:
A Cyber-Science Magazine
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Webquest:
Spaceship Earth
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Webquest:
Frankenstein
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Webquest:
Censorship and Fahrenheit 451
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Webquest:
Energy Quest
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For further reading: |
Haber, K. (Ed.). (2003). Exploring the Martix:
Visions of the cyber present. Boston: St. Martin’s Press. |
King, G., & Krzywinska, T. (2001). Science
fiction cinema. New York: Wallflower Press. |
Kuhn, A. (Ed.). Alien zone II: The spaces
of science-fiction cinema. London: Verso. |
Telotte, J. (2001). Science fiction film.
New York: Cambridge University Press. |
Tulloch, J., & Jenkins, H. (1995). Science
fiction audiences: Watching Doctor Who and Star Trek. New York:
Routledge. |
Wagner, J., & Lundeen, J. (1998). Deep
space and sacred time: Star Trek in the American mythos. New
York: Praeger. |
Webquest:
Fahrenheit 451: Book Burning: It’s not Just Science Fiction
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