Academic literature on the topic 'Adventure fiction'

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Journal articles on the topic "Adventure fiction"

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Theodorsen, Cathrine. "Political realism and the fantastic romantic German liberal discourse and the Sámi in Theodor Mügge’s novel Afraja (1854)." Nordlit 12, no. 1 (February 1, 2008): 355. http://dx.doi.org/10.7557/13.1350.

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The novel Afraja, written by the German author and liberal Theodor Mügge and published in 1854 provides an opportunity to explore connections between travel writing and adventure stories from the perspective of one of Germany's most popular writers of the nineteenth century. The focus of my discussion in this paper is to explore the implications of the meeting between a fictional Sámi, living in the exotic North and a Danish aristocratic adventurer whose attitudes reflect the discourse of Mügge's politically liberal views. Additionally, Mügges fiction sketches out different images of the Sámi.
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Azizah, Zulfa Nur, Siti Awalia Maryani, and Siti Hotimah Afriani. "ACTION OF ADVENTURE FORMULA IN MULAN 2020." Saksama 1, no. 2 (December 8, 2022): 177–85. http://dx.doi.org/10.15575/sksm.v1i2.27823.

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Films that have action and adventure genres appeal to the audience by displaying scenes that have a sense of tension due to murders, resistance, and extreme actions played by the characters. This research focuses on the narrative and analysis formula fiction. The analysis conducted on the film Mulan 2020 aims to understand the fiction of action and adventure formula, as well as what the action functions in the adventure formula. The research data is in the form of information about film units related to the formulation of the problem which includes John G. Cawelti’s four formulaic fictions, namely storylines, characters, settings, and situations contained in the animated film Mulan 2020. The data collection technique used in this study is the method of observation and literature study. The film Mulan 2020 is an adaptation of one of Disney’s animated live-action films of the same name. Overall, this film presents action and adventure that amazes and attracts the audience by displaying the martial arts skills of the main character. In each of her struggles, this film gives us a deep understanding of how the character Mulan fights for truth and freedom. And more interestingly, Mulan is a strong woman.
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Martino, Maria Carla. "New Woman & Adventure Fiction." English Literature in Transition, 1880-1920 50, no. 1 (2007): 114–17. http://dx.doi.org/10.1353/elt.2007.0008.

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Lyzlov, Maxim. "Conversations about Science Fiction: The Category of “Fantastic” in The Bibliographic Discourse of the 1960s and 1970s." Children's Readings: Studies in Children's Literature 19, no. 1 (2021): 360–72. http://dx.doi.org/10.31860/2304-5817-2021-1-19-360-372.

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In the 1950s and 1970s, bibliographers made attempts to define the genre of fiction and offer a systematization of the available fiction literature. The purpose of the article is to trace the development of the category of “fantastic” in the recommendation indexes of Z. P. Shalashova “Adventures. Journeys. Science Fiction”, “Artificial Earth satellites. Interplanetary flights”, “Adventures and travel”. The problems faced by bibliographers were related both to the sharp increase in publications of fantastic literature, and to the weak development of the theoretical apparatus in literary studies and bibliography. The concept of “fantastic” has evolved from an adventure-related type of scientific and educational literature to a metaphorical “dream world” devoid of terminological clarity. The material of bibliographic indexes, de- spite its limited functionality, nevertheless demonstrates that the processes that took place in the field of recommendation bibliography of children’s books reflect the significant difficulties that bibliographers experienced in finding a language for describing fiction.
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Berger, Anna. "Haunted Oppressors: The Deconstruction of Manliness in the Imperial Gothic Stories of Rudyard Kipling and Arthur Conan Doyle." Humanities 9, no. 4 (October 19, 2020): 122. http://dx.doi.org/10.3390/h9040122.

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Building on Patrick Brantlinger’s description of imperial Gothic fiction as “that blend of adventure story with Gothic elements”, this article compares the narrative formula of adventure fiction to two tales of haunting produced in a colonial context: Rudyard Kipling’s “The Mark of the Beast” (1890) and Arthur Conan Doyle’s “The Brown Hand” (1899). My central argument is that these stories form an antithesis to adventure fiction: while adventure stories reaffirm the belief in the imperial mission and the racial superiority of the British through the display of hypermasculine heroes, Kipling’s and Conan Doyle’s Gothic tales establish connections between imperial decline and masculine failure. In doing so, they destabilise the binary construction between civilised Western self and savage Eastern Other and thus anticipate one of the major concerns of postcolonial criticism. This article proposes, therefore, that it is useful to examine “The Mark of the Beast” and “The Brown Hand” through a postcolonial lens.
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Hausknecht, Matthew, Prithviraj Ammanabrolu, Marc-Alexandre Côté, and Xingdi Yuan. "Interactive Fiction Games: A Colossal Adventure." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 05 (April 3, 2020): 7903–10. http://dx.doi.org/10.1609/aaai.v34i05.6297.

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A hallmark of human intelligence is the ability to understand and communicate with language. Interactive Fiction games are fully text-based simulation environments where a player issues text commands to effect change in the environment and progress through the story. We argue that IF games are an excellent testbed for studying language-based autonomous agents. In particular, IF games combine challenges of combinatorial action spaces, language understanding, and commonsense reasoning. To facilitate rapid development of language-based agents, we introduce Jericho, a learning environment for man-made IF games and conduct a comprehensive study of text-agents across a rich set of games, highlighting directions in which agents can improve.
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Hoppenstand, Gary. "Assembling Action: Collecting Popular Adventure Fiction." Journal of American Culture 43, no. 1 (March 2020): 41–48. http://dx.doi.org/10.1111/jacc.13116.

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Fyn, Amy F. "Sources: Encyclopedia of Adventure Fiction: The Essential Reference to the Great Works and Writers of Adventure Fiction." Reference & User Services Quarterly 49, no. 1 (September 1, 2009): 93. http://dx.doi.org/10.5860/rusq.49n1.93.

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Cohen, M. "The Right to Mobility in Adventure Fiction." Novel: A Forum on Fiction 42, no. 2 (June 1, 2009): 290–96. http://dx.doi.org/10.1215/00295132-2009-017.

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Yeates, Robert. "Serial fiction podcasting and participatory culture: Fan influence and representation in The Adventure Zone." European Journal of Cultural Studies 23, no. 2 (August 29, 2018): 223–43. http://dx.doi.org/10.1177/1367549418786420.

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New media affords significant opportunities for audience feedback and participation, with the power to influence the creation and development of contemporary works of fiction, particularly when these appear in serialized instalments. With access to creators permitted via social media, and with online platforms facilitating the creation and distribution of audience paratexts, fans increasingly have the power to shape the fictional worlds and diversity of the characters found within the series they enjoy. A noteworthy and understudied example is fiction podcasting, an emerging form that draws on conventions of established media such as radio and television. Despite the recent surge in the popularity of podcasts, little scholarly attention has been given to the format, except to discuss it as either a continuation of radio programming or part of a transmedia landscape for texts which are centred in media such as television and film. This article argues that fiction podcasting offers unique affordances for creating serial works of fiction, taking The Adventure Zone as a case study which demonstrates the power of successful participatory culture. The podcast has grown from modest beginnings to acquire a considerable and passionate fan network, has diversified into other media forms, and, though available for free, is financially supporting its creators and raising substantial amounts of money for charities. Crucial in its success is the creators’ cultivation of an inclusive environment for fans, and a constant attempt to feature characters representative of a diversity of gender and sexual identities, particularly those typically excluded from other science fiction worlds. This article argues that The Adventure Zone and the format of fiction podcasting demonstrate a shift in contemporary culture, away from established mass media programming and towards a participatory, transmedia, fan-focused form of storytelling which utilizes the unique advantages of new media technologies in its creation, development, and distribution.
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Dissertations / Theses on the topic "Adventure fiction"

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Buckles, Mary Ann. "Interactive fiction : the computer storygame adventure /." Diss., Connect to 24 p. preview or request complete full text in PDF format. Access restricted to UC campuses, 1985. http://wwwlib.umi.com/cr/ucsd/fullcit?p8517895.

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Dindar, Samima. "Alexandre goes south: A novel – and – An essay, ‘The modern adventure novel’." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2017. https://ro.ecu.edu.au/theses/2008.

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When asked what sort of novel I was writing, I always said ‘a modern adventure novel’. And then I began to question myself about the meaning of these three words together, the substance and the definition of a modern adventure novel. Does such a thing exist? In my novel ‘Alexandre Goes South’, Alexandre is a thirty-year-old Parisian from a family that enjoy wealth and privilege, facts that provide a setting but play only incidental roles in the events that unfold. Alexandre goes through a series of crises, which propel the journey that launches him onto the road to manhood. The novel begins at the exact moment of suffering, after a break-
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Parrott, Deborah, and Reneé C. Lyons. "Adventure Driven Non-Fiction Spawns Reading and Scientific Learning." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etsu-works/2374.

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Modern day children's and young adult non-fiction is replete with books which highlight scientific efforts (treks, safaris, journeys, expeditions) to confront environmental challenges , such texts prevalent in Siebert and Orbis Pictus listings. This presentation will build school librarian awareness of such adventurous selections, provide text-based activities conducive to collaborative efforts with science teachers (multiple grade levels will be addressed), and introduce reading promotion plans and activities based in these award-winning works of literature. First, as an icebreaker, attendees will be asked to imagine a world without...(one planted attendee will stand up with a picture of a species depicted in the books highlighted in the session. This will occur each time a new book is introduced as "breathers" and "attention-grabbers."). The program will open with awareness-based talks (book trailers, audio clips, and author interviews will also be shared) relaying the poignant documented rescue and preservation efforts found in such books, (for example, Parrots Over Puerto Rico). School librarians will discover the engaging nature of these selections based in science, yet perfect for pleasure reading. Next, participants will be provided real-world Common Core (ELA Standards) unit and lesson plan ideas which also contemplate science based standards (i.e. interpret information in charts, graphs, and diagrams). Essentially, participants will come away with the means of developing librarian/science teacher collaborative partnerships. Additionally, a reading promotion plan for each book featured will also be introduced. Participants will be encouraged to elaborate upon and/or provide comments in association with 1) associated texts; 2) collaborative lesson planning with science instructors; and/or 3) reading promotion based in STEM non-fiction materials.
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Molino, Nicolene Chloe. "Dog wars : a Victorian steampunk adventure." Thesis, Rhodes University, 2013. http://hdl.handle.net/10962/d1001815.

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We're in an alternate universe, circa Dickensian London. Leofric Lieven, a local crime lord, is about to find the past catching up on him. The Romany Carnival has come to town, and a gypsy woman, his former lover and partner in crime, demands from him a favour which will redress his betrayal of years before: he must secure a stolen object and return it to her. But things go horribly wrong when local delivery boy Cards Bennish is kidnapped by Leofric’s competitor before he can deliver the goods that will cover Leofric's debt to the gypsy. In this world, humans can shape shift into animals, entirely or only partially, dog fighting is the favourite pastime for high stakes betting, and power belongs to the highest bidder. The gypsy’s final bet, for the highest stakes yet, will seal the fates of a number of people, for better or worse
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Hayes, Timothy Scott McGowan John. "Stories of things remote replacing the self in 19th-century adventure fiction /." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2007. http://dc.lib.unc.edu/u?/etd,1464.

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Thesis (Ph. D.)--University of North Carolina at Chapel Hill, 2007.
Title from electronic title page (viewed Apr. 25, 2008). "... in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of English and Comparative Literature." Discipline: English; Department/School: English.
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Puncekar, Alex J. "The Bright Garden." Youngstown State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ysu1495189855840834.

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Wagenaar, Peter Simon. "The shadowed corners of sunlit ruins: Gothic elements in twentieth century children's adventure fiction." Thesis, Rhodes University, 1991. http://hdl.handle.net/10962/d1002293.

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This thesis examines the way in which children's adventure fiction makes use of Gothic features, how these features have been modified for a younger audience and how these modifications have been influenced by other developments in children's and popular fiction: Chapter One sets out to define the nature of Gothic and isolate those aspects of it relevant to the proposed study. It puts forward a theory to account for the movement of Gothic trends into later children's fiction. Chapter Two examines the use of landscape, setting and atmospheric effects in Gothic and the way in which children's fiction has used similar trappings to create similar effects. Children's fiction, emphasising pleasurable excitement rather than fear has, however, muted these effects somewhat and played down the role of the supernatural, so intrinsic to Gothic. Chapter Three emphasises the Gothic's use of stereotypes, focusing on the portrayal of heroes and heroines. Those of children's fiction are portrayed very similarly to those of Gothic and the chapter compares and, on occasion, contrasts them noting, inter alia, their adherence to rigid moral codes and narrowly defined norms of masculine and feminine behaviour. Chapter Four looks at the portrayal of villains and the way in which their appearance defines them as such (as, indeed, does that of heroes and heroines). It examines in some detail their relationship to and interaction with the heroes and heroines, noting, for example, the 'pseudo-parental' role of villains who are characteristically older and in socially approved positions to exert power over heroes and heroines. The Conclusion addresses the fantasy aspect of these novels,referred to several times in passing in the course of earlier chapters, and comments on how the features detailed in Chapters Two, Three and Four all operate within the conventions of a fantasy.
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Stringam, Jean. "Canadian short adventure fiction in periodicals for adolescents, Canada, England, the United States, 1847-1914." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape15/PQDD_0007/NQ34842.pdf.

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Bertini, Federica <1989&gt. "Manliness and Masculinity in Victorian Fiction for Boys: the School Story and the Adventure Story." Master's Degree Thesis, Università Ca' Foscari Venezia, 2016. http://hdl.handle.net/10579/7834.

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La tesi si propone di analizzare la rappresentazione del concetto di mascolinità nel romanzo Vittoriano per ragazzi, con particolare riferimento ai generi della school story e del romanzo d’avventura, accomunati da simili intenti didattici e morali e da un medesimo pubblico di lettori – nello specifico, gli autori si rivolgono esplicitamente a un pubblico maschile. Si può indubbiamente affermare che la letteratura per ragazzi costituisca un indicatore della temperie socioculturale di un dato periodo storico, contribuendo allo stesso tempo a influenzarne costumi e convenzioni. I romanzi per ragazzi di età Vittoriana, nello specifico, veicolano un complesso sistema di valori; la definizione del concetto di mascolinità nei generi letterari presi in considerazione in questo lavoro è inestricabilmente legata a concetti quali la religione, l’imperialismo, il darwinismo sociale, la questione della razza e i ruoli di genere. La figura maschile, rappresentata nelle sue diverse sfaccettature, diviene metafora delle dinamiche sociali e culturali di un’epoca. Il lavoro terrà in considerazione l’evoluzione del concetto di mascolinità nel corso del diciannovesimo secolo, attraverso l’analisi di specifici esempi letterari nell’ambito dei due generi. Ѐ infatti indubbio che i modelli di mascolinità veicolati dai testi della prima metà del secolo siano notevolmente differenti rispetto a quelli promossi dai romanzi pubblicati a partire dal 1870. Nella prima metà del secolo, il concetto di mascolinità era strettamente legato all’ideologia della cosiddetta “Muscular Christianity”, che promuoveva modelli maschili che coniugassero prestanza fisica e un rigore morale improntato ai principi del Cristianesimo. Viceversa, con l’approssimarsi della fine del secolo e a seguito del crescente espansionismo dell’impero Britannico, tale modello è stato sostituito da una nozione di mascolinità maggiormente improntata ai valori dell’azione e dell’aggressività. Il primo capitolo del lavoro si focalizzerà su questioni di carattere generale, quali la funzione delle letteratura per ragazzi in età Vittoriana, la definizione e costruzione del concetto di mascolinità ad opera dei pensatori dell’epoca, e la sua generale evoluzione. Il secondo e il terzo capitolo mostreranno come tale concetto sia stato concretamente rappresentato rispettivamente nell’ambito della school story – attraverso l’analisi di testi quali Tom Brown’s Schooldays, Eric or Little by Little e Stalky & Co. – e del romanzo d’avventura – considerando lavori quali The Coral Island, King Solomon’s Mines, e la produzione di G.A. Henty. Il quarto capitolo si propone di porre a confronto i due generi, analizzando analogie e differenze nello sviluppo del concetto di mascolinità in relazione a specifiche categorie tematiche, quali ad esempio il conflitto di classe, l’imperialismo o la rappresentazione dell’eroe.
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Bube, June Johnson. ""No true woman" : conflicted female subjectivities in women's popular 19th-century western adventure tales /." Thesis, Connect to this title online; UW restricted, 1995. http://hdl.handle.net/1773/9508.

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Books on the topic "Adventure fiction"

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Kinningham, Elvis. Read Adventure Novel : Characteristics of Adventure Fiction: Adventure Novels. Independently Published, 2021.

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Adventure Double: Diving & Amazon Adventures (Adventure Double). Red Fox, 2005.

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Treasure Island: Adventure Fiction. Independently Published, 2018.

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Haggard, H. Rider. Allan's Wife: Adventure fiction. Independently published, 2018.

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Curer, Mark. Highwaymen: Adventure Biker Fiction. Independently Published, 2019.

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Encyclopedia of adventure fiction. New York: Facts On File, 2009.

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Twain, Mark. Adventures of Tom Sawyer Illustrated: Fiction, Action and Adventure. Independently Published, 2021.

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Twain, Mark. Adventures of Tom Sawyer (Annotated) Classic Fiction Adventure Novel. Independently Published, 2020.

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Twain, Mark. Adventures of Tom Sawyer Illustrated: Fiction, Action and Adventure. Independently Published, 2021.

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Johnstown Flood : an Up2U Historical Fiction Adventure: An Up2U Historical Fiction Adventure. ABDO Publishing Company, 2016.

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Book chapters on the topic "Adventure fiction"

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Parkes, Christopher. "Adventure Fiction." In The Palgrave Encyclopedia of Victorian Women’s Writing, 8–12. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-78318-1_149.

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Bell, Ian A. "Robinson Crusoe and Adventure." In Defoe's Fiction, 73–114. London: Routledge, 2021. http://dx.doi.org/10.4324/9781003153276-4.

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McCausland, Elly. "Romance without risk in early American girls' scouting fiction." In Risk in Children’s Adventure Literature, 42–72. New York: Routledge, 2024. http://dx.doi.org/10.4324/9781003108900-3.

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Matthews, Paul. "6. Supercedure: Into the Posthuman." In Transparent Minds in Science Fiction, 85–102. Cambridge, UK: Open Book Publishers, 2023. http://dx.doi.org/10.11647/obp.0348.06.

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What could it be like to leave behind our purely biological/natural mental and physical constraints? For a long time in SF an optimistic vision of immortality and transcendence, we visit examples of mind uploading and cognitive and sensory enhancement that might enable us to leave earthly limits behind us. But there could be a cost, that of burning out or losing our human grounding in an unsustainable and regressive drift. The lesson is that we will need to choose our adventure carefully here.
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Scholz, Susanne, and Nicola Dropmann. "The Props of Masculinity in Late Victorian Adventure Fiction." In Constructions of Masculinity in British Literature from the Middle Ages to the Present, 169–86. New York: Palgrave Macmillan US, 2011. http://dx.doi.org/10.1057/9781137015877_10.

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Holterhoff, Kate. "Desiring African Women in H. Rider Haggard's Adventure Fiction." In Illustration in Fin-de-Siècle Transatlantic Romance Fiction, 95–126. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003017684-4.

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Goodman, Helen. "Masculinity, Tourism and Adventure in English Nineteenth-Century Travel Fiction." In Men, Masculinities, Travel and Tourism, 13–27. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137341464_2.

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Gnjfiths, Gareth. "Popular Imperial Adventure Fiction and the Discourse of Missionary Texts." In Mixed Messages, 51–66. New York: Palgrave Macmillan US, 2005. http://dx.doi.org/10.1057/9781403982322_4.

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Parkes, Christopher. "Adventure Fiction and the Youth Problem: Treasure Island and Kidnapped." In Children's Literature and Capitalism, 72–100. London: Palgrave Macmillan UK, 2012. http://dx.doi.org/10.1057/9781137265098_4.

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Connerty, Michael. "Crime, Adventure, and Technology: Sources in Popular Fiction and Media." In Palgrave Studies in Comics and Graphic Novels, 125–86. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-76893-5_5.

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Conference papers on the topic "Adventure fiction"

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Berkland, Ross, and Shaun Bangay. "Identifying annotations for adventure game generation from fiction text." In the 2010 Annual Research Conference of the South African Institute of Computer Scientists and Information Technologists. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1899503.1899506.

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Ramos, Iolanda. "Exploring the realms of utopia: Science fiction and adventure in A red sun also rises and The giver." In The 2nd International Multidisciplinary Congress Phi 2016 – Utopia(S) – Worlds and Frontiers of the Imaginary. CRC Press, 2016. http://dx.doi.org/10.1201/9781315265322-71.

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Udovičić, Bojana B. "MOTIV PRIJATELjSTVA U ROMANIMA „MALI PRINC“ ANTOANA DE SENT-EGZIPERIJA I „AGI I EMA“ IGORA KOLAROVA." In KNjIŽEVNOST ZA DECU U NAUCI I NASTAVI. University of Kragujevac, Faculty of Education in Jagodina, 2022. http://dx.doi.org/10.46793/kdnn21.127u.

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By using a comparative analysis, the paper discusses the similarity of motifs in two novels – a classic of children’s literature, Exypery’s The Little Prince, and Agi i Ema, a contemporary Serbian novel for children. In both novels, extraordinary friendship between characters develops as a result of children’s loneliness and detachment. The characters and the adventures belong both to the real and the unreal world, which is the essence of fiction.
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Grosu, Corina, and Marta Grosu. "THE CHEMICAL CLOUD." In eLSE 2013. Carol I National Defence University Publishing House, 2013. http://dx.doi.org/10.12753/2066-026x-13-128.

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The present paper contains the presentation of a new adventure educational game targeting Environmental Chemistry students. The game is supposed to attract students towards discovering the applications of Mathematics wrapped in a youth-friendly and exciting fictional environment. The game is conceived in such a way that by playing it the students' comprehension of Mathematical notions pertaining to the Environmental Chemistry field is verified and tested. All the components (the scenario, the mission, the artifacts and the game's levels) are designed to prepare the students for recognizing possible statistical models to be used in observing, analyzing and deciding for the best politics to be used against real-life environmental destruction. Actually the game is designed to be attractive and captivating by its own rules and this was achieved by creating the components with advanced 3d technology such as Autodesk 3ds Max and Smith Micro Poser, while the game engine uses the powerful engine of Unity 3d. The main objective of our work is to use game strategies to teach students from Environmental Chemistry how to integrate the Mathematical notions taught during the first and second university year into their daily work and, even more important, how to modify and adapt theoretical models to real day problems in such a way that the analysis of the results should contribute to the actual change of input data. In fact, the game shows students how to use the strong Monte Carlo method for modifying input data. This form of test and evaluation is intended to improve students' capacity to move from theory to practice and vice versa.
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Reports on the topic "Adventure fiction"

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Fernández, Iván Escobar. COMTOG Report: ‘My Memory of Us’ — Boosting Historical Memory Through Implicit Visual Metaphors. European Center for Populism Studies (ECPS), April 2023. http://dx.doi.org/10.55271/rp0037.

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My Memory of Us is a narrative-driven puzzle-adventure video game developed by Juggler Games. The game is set in a fictional version of Poland during World War II and tells the story of a young boy and girl who must navigate through a city that has been divided into two parts: one for Jews and one for non-Jews. The game features hand-drawn art, puzzle-solving, and stealth elements, as well as a unique memory-manipulation mechanic that allows players to change the past to solve puzzles and progress through the story. The game received positive reviews for its story and art. Overall, My Memory of Us is a touching and emotional game that tells a story of friendship, love, and survival during a war.
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