University of Galway

Course Module Information

Course Modules

Semester 1 | Credits: 10

Fantasy novels and films are currently extremely popular. Like dreams, they invent imaginary worlds that may have a lot in common with the “real” world, or may strongly differ from it. Nowadays artistic computer games do the very same. The alternative worlds presented by these media serve quite different purposes: They may simply be offers to escape from the troubles in the “real” world, or they may have a dystopian character that serves to criticise social or political problems. Like dreams, fantasy fiction often invites psychological interpretations. The module gives an introduction to the theory of fantasy fiction and analyses a number of exemplary fantasy novels and films with different cultural backgrounds. In particular it explores how dreams are represented and what structural role they play in fantasy fiction. The module will also analyse selected computer games and discuss the specific aesthetical potential of this interactive medium.
(Language of instruction: English)

Learning Outcomes
  1. Critique selected fantasy texts, films and computer games
  2. Demonstrate knowledge of theories of fantasy fiction
  3. Explain and discuss specific aesthetical features of fantasy literature and film
  4. Analyse the difference between traditional and interactive media with regard to fantasy fiction
Assessments
  • Continuous Assessment (100%)
Teachers
Reading List
  1. "The Fantastic: A Structural Approach to a Literary Genre." by Tzvetan Todorov
  2. "Fantastic Literature: A Critical Reader" by David Sandner (ed.)
  3. "Selected short stories" by Jorge Luis Borges
  4. "Last World" by Christoph Ransmayr
  5. "Kafka on the Shore" by Haruki Murakami
The above information outlines module MIC6101: "Worlds of Fantasy: Literature, Film, Computer Games" and is valid from 2016 onwards.
Note: Module offerings and details may be subject to change.