Fantasy world in the context of "Fantasy film"

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⭐ Core Definition: Fantasy world

A fantasy world or fictional world is a world created for fictional media, such as literature, film or games. Typical fantasy worlds feature magical abilities. Some worlds may be a parallel world connected to Earth via magical portals or items (like Narnia); an imaginary society hidden within the Earth (like the Wizarding World); a fictional Earth set in the remote past (like Middle-earth) or future (like Dying Earth); an alternative version of our History (like Lyra's world); or an entirely independent world set in another part of the universe (like the Star Wars Galaxy).

Many fantasy worlds draw heavily on real world history, geography, sociology, mythology, and folklore.

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👉 Fantasy world in the context of Fantasy film

Fantasy films are films that belong to the fantasy genre with fantastic themes, usually magic, supernatural events, mythology, folklore, or exotic fantasy worlds. The genre is considered a form of speculative fiction alongside science fiction films and horror films, although the genres do overlap. Fantasy films often have an element of magic, myth, wonder, escapism, and the extraordinary.

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Fantasy world in the context of Adventure film

The adventure film is a broad genre of film. Some early genre studies found it no different than the Western film or argued that adventure could encompass all Hollywood genres. Commonality was found among historians Brian Taves and Ian Cameron in that the genre required a setting that was both remote in time and space to the film audience and that it contained a positive hero who tries to make right in their world. Some critics such as Taves limit the genre to naturalistic settings, while Yvonne Tasker found that would limit films such as Raiders of the Lost Ark (1981) from the genre. Tasker found that most films in the genre featured narratives located within a fantasy world of exoticized setting, which are often driven by quests for characters seeking mythical objects or treasure hunting. The genre is closely associated with the action film, and is sometimes used interchangeably or in tandem with that genre.

The setting and visuals are key elements of adventure films. This ranged from early technical showcases such as The Lost World (1925) and King Kong (1933). These films set up exotic locations as both beautiful and dangerous. This would be a continuing trend for Hollywood adventure films. The other major Hollywood style was the historical adventure typified by early films in the style of The Black Pirate (1926) and The Mark of Zorro (1920) which feature less intense violence. Historical adventure was a popular Hollywood staple until the mid-1950s. While the historical adventure film would be parodied or presented as highly camp, special effects-driven adventure films began to dominate the market towards the late 1970s, with films such as Star Wars (1977) and Raiders of the Lost Ark (1981). This trend continued into the 21st century.

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Fantasy world in the context of High fantasy

High fantasy, or epic fantasy, is a subgenre of fantasy defined by the epic nature of its setting or by the epic stature of its characters, themes, or plot. High fantasy is usually set in an alternative, fictional ("secondary") world, rather than the "real" or "primary" world. This secondary world is usually internally consistent, but its rules differ from those of the primary world. By contrast, low fantasy is characterized by being set on Earth, the primary or real world, or a rational and familiar fictional world with the inclusion of magical elements.

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Fantasy world in the context of Massively multiplayer online role-playing game

A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game.

As in role-playing games (RPGs), the player assumes the role of a character (often in a fantasy world or science-fiction world) and takes control over many of that character's actions. MMORPGs are distinguished from single-player or small multi-player online RPGs by the number of players able to interact together, and by the game's persistent world (usually hosted by the game's publisher), which continues to exist and evolve while the player is offline and away from the game.

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Fantasy world in the context of Land of Oz

The Land of Oz is a fantasy world introduced in the 1900 children's novel The Wonderful Wizard of Oz written by L. Frank Baum and illustrated by W. W. Denslow.

Oz consists of four vast quadrants: the Gillikin Country in the north, Quadling Country in the south, Munchkin Country in the east, and Winkie Country in the west. Each province has its own ruler, but the realm itself has always been ruled by a single monarch. According to Dorothy and the Wizard in Oz, the ruler has mostly either been named Oz or Ozma. According to The Marvelous Land of Oz, the current monarch is Princess Ozma.

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Fantasy world in the context of Fantasy television

Fantasy television is a genre of television programming featuring elements of the fantastic, often including magic, supernatural forces, or exotic fantasy worlds. Fantasy television programs are often based on tales from mythology and folklore, or are adapted from fantasy stories in other media. The boundaries of fantasy television often overlap with science fiction and horror but also realistic fiction.

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Fantasy world in the context of Low fantasy

Low fantasy, or intrusion fantasy, is a subgenre of fantasy fiction in which magical events intrude on an otherwise normal world. The term thus contrasts with high fantasy stories, which take place in fictional worlds that have their own sets of rules and physical laws.

Intrusion fantasy places less emphasis on elements typically associated with fantasy and sets a narrative in realistic environments with elements of the fantastical. Sometimes, there are just enough fantastical elements to make ambiguous the boundary between what is real and what is purely psychological or supernatural. The word "low" refers to the familiarity of the world within which fantasy elements appear and is not a remark on the work's overall quality.

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Fantasy world in the context of Narnia (world)

Narnia is a fantasy world created by C. S. Lewis as the primary location for his series of seven fantasy novels for children, The Chronicles of Narnia. The name is derived from the land where much of the Chronicles takes place.

In Narnia, some animals talk, mythical beasts abound, and magic is common. The series tracks the story of Narnia when humans, usually children, enter the Narnian world from Earth. The entire Narnian timeline, from its creation to its end (c. 1–2555), ran parallel to 49 Earth-years (c. 1900–1949), thus on average a year on Earth meant 52.14 time dilation years in Narnia.

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