A fictional universe is the internally consistent fictional setting used in a narrative work or work of art, most commonly associated with works of fantasy and science fiction. Fictional universes appear in novels, comics, films, television shows, video games, art, and other creative works.
A fictional universe may be an alternative version of the real world, differing only in the particulars of the story. All fiction, in this sense, is set in a fictional universe, since at least some of its characters, events, and places are not real; the term "fictional universe", however, is usually not applied to worlds that do not contain speculative elements. Thus a world that is presented as the same as our own world but which has superheroes or magic is a fictional universe. Such "alternate reality" settings are common for comic books (as in Superman), low fantasy (as in Harry Potter), and near-future science fiction (as in Star Trek).
When the setting of a fictional universe is not presented as our own world but as its own distinct world, it is often instead called a fictional world or "fantasy world". In science fiction such a fictional world may be a remote alien planet or galaxy with little apparent relationship to the real world (as in Star Wars); in fantasy it may be a greatly fictionalized or invented version of earth's distant past or future (as in The Lord of the Rings). When such a world is meant to have no connection to our own world (in effect, our world does not exist in that world's reality) or is presented as a reality that can only be accessed from our own by a portal, it is sometimes called a secondary world; such settings are common in high fantasy (as in The Chronicles of Narnia, Earthsea, and Discworld). A fictional world that is meant to exist inside the real world (as in the Land of Oz or the Neverland) may be termed a fictional realm.
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Fantasy is a genre of speculative fiction involving magical elements, typically set in a fictional universe and usually inspired by mythology or folklore. The term "fantasy" can also be used to describe a "work of this genre", usually literary. Its roots are in oral traditions, which became fantasy literature and drama. From the twentieth century, it has expanded further into various media, including film, television, graphic novels, manga, animations and video games.
A future history is a postulated history of the future and is used by authors of science fiction and other speculative fiction to construct a common background for fiction. Sometimes the author publishes a timeline of events in the history, while other times the reader can reconstruct the order of the stories from information provided therein. The term appears to have been coined by John W. Campbell, Jr., the editor of Astounding Science Fiction, in the February 1941 issue of that magazine, in reference to Robert A.
Fiction is any creative work, chiefly any narrative work, portraying individuals, events, or places that are imaginary, or in ways that are imaginary. Fictional portrayals are thus inconsistent with history, fact, or plausibility. In a traditional narrow sense, "fiction" refers to written narratives in prose often referring specifically to novels, novellas, and short stories. More broadly, however, fiction encompasses imaginary narratives expressed in any medium, including not just writings but also live theatrical performances, films, television programs, radio dramas, comics, role-playing games, and video games.
During these last decades, by virtue of observations, the Standard Cosmological Model has emerged, providing a description of the Universe's evolution using a minimal set of independent constraints - the cosmological parameters. Among them is the expansion ...
This paper presents an innovative 3D reconstruction of ancient fresco paintings through the real-time revival of their fauna and flora, featuring groups of virtual animated characters with artificial-life dramaturgical behaviours in an immersive, fully mob ...
Explores the relationship between video games and fiction, analyzing how games engage players in decision-making processes and challenge their beliefs.