FictionFiction 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.
Science fictionScience fiction (sometimes shortened to SF or sci-fi) is a genre of speculative fiction, which typically deals with imaginative and futuristic concepts such as advanced science and technology, space exploration, time travel, parallel universes, and extraterrestrial life. Science fiction can trace its roots to ancient mythology. It is related to fantasy, horror, and superhero fiction and contains many subgenres. Its exact definition has long been disputed among authors, critics, scholars, and readers.
NarrativeA narrative, story, or tale is any account of a series of related events or experiences, whether nonfictional (memoir, biography, news report, documentary, travelogue, etc.) or fictional (fairy tale, fable, legend, thriller, novel, etc.). Narratives can be presented through a sequence of written or spoken words, through still or moving images, or through any combination of these. The word derives from the Latin verb narrare (to tell), which is derived from the adjective gnarus (knowing or skilled). Narration (i.
Speculative fictionSpeculative fiction is an umbrella category of fiction that, in its broadest sense, encompasses all the genres that depart from realism, or imitating ordinary reality, such as in the context of supernatural, futuristic, and other imaginative realms. This catch-all genre thus includes, but is not limited to, science fiction, fantasy, horror, superhero fiction, alternate history, utopian and dystopian fiction, and supernatural fiction, as well as combinations thereof (for example, science fantasy).
StorytellingStorytelling is the social and cultural activity of sharing stories, sometimes with improvisation, theatrics or embellishment. Every culture has its own stories or narratives, which are shared as a means of entertainment, education, cultural preservation or instilling moral values. Crucial elements of stories and storytelling include plot, characters and narrative point of view. The term "storytelling" can refer specifically to oral storytelling but also broadly to techniques used in other media to unfold or disclose the narrative of a story.
Video gameA video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.
Non-fictionNon-fiction (or nonfiction) is any document or media content that attempts, in good faith, to convey information only about the real world, rather than being grounded in imagination. Non-fiction typically aims to present topics objectively based on historical, scientific, and empirical information. However, some non-fiction ranges into more subjective territory, including sincerely held opinions on real-world topics.
Fictional universeA 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.
Supernatural fictionSupernatural fiction or supernaturalist fiction is a genre of speculative fiction that exploits or is centered on supernatural themes, often contradicting naturalist assumptions of the real world. In its broadest definition, supernatural fiction overlaps with examples of weird fiction, horror fiction, vampire literature, ghost story, and fantasy. Elements of supernatural fiction can be found in writing from the genre of science fiction.
Genre fictionGenre fiction, also known as formula fiction or popular fiction, is a term used in the book-trade for fictional works written with the intent of fitting into a specific literary genre in order to appeal to readers and fans already familiar with that genre. A number of major literary figures have written genre fiction. John Banville publishes crime novels as Benjamin Black, and both Doris Lessing and Margaret Atwood have written science fiction.
GenreGenre (UK: /ˈʒɑ̃ː.rə/, /ˈʒɒn.rə/; US: /ˈʒɑːn.rə/) () is any form or type of communication in any mode (written, spoken, digital, artistic, etc.) with socially-agreed-upon conventions developed over time. In popular usage, it normally describes a of literature, music, or other forms of art or entertainment, whether written or spoken, audio or visual, based on some set of stylistic criteria. Genres can be aesthetic, rhetorical, communicative, or functional.
Plot (narrative)In a literary work, film, or other narrative, the plot is the sequence of events in which each event affects the next one through the principle of cause-and-effect. The causal events of a plot can be thought of as a series of events linked by the connector "and so". Plots can vary from the simple—such as in a traditional ballad—to forming complex interwoven structures, with each part sometimes referred to as a subplot or imbroglio. Plot is similar in meaning to the term storyline.
Decision-makingIn psychology, decision-making (also spelled decision making and decisionmaking) is regarded as the cognitive process resulting in the selection of a belief or a course of action among several possible alternative options. It could be either rational or irrational. The decision-making process is a reasoning process based on assumptions of values, preferences and beliefs of the decision-maker. Every decision-making process produces a final choice, which may or may not prompt action.
Decision-making softwareDecision-making software (DM software) is software for computer applications that help individuals and organisations make choices and take decisions, typically by ranking, prioritizing or choosing from a number of options. An early example of DM software was described in 1973. Before the advent of the World Wide Web, most DM software was spreadsheet-based, with the first web-based DM software appearing in the mid-1990s. Nowadays, many DM software products (mostly web-based) are available – e.g.
Film genreA film genre is a stylistic or thematic category for motion pictures based on similarities either in the narrative elements, aesthetic approach, or the emotional response to the film. Drawing heavily from the theories of literary-genre criticism, film genres are usually delineated by "conventions, iconography, settings, narratives, characters and actors". One can also classify films by the tone, theme/topic, mood, format, target audience, or budget.
Group decision-makingGroup decision-making (also known as collaborative decision-making or collective decision-making) is a situation faced when individuals collectively make a choice from the alternatives before them. The decision is then no longer attributable to any single individual who is a member of the group. This is because all the individuals and social group processes such as social influence contribute to the outcome. The decisions made by groups are often different from those made by individuals.
LiteratureLiterature is any collection of written work, but it is also used more narrowly for writings specifically considered to be an art form, especially prose fiction, drama, poetry, and including both print and digital writing. In recent centuries, the definition has expanded to include oral literature, also known as orature much of which has been transcribed. Literature is a method of recording, preserving, and transmitting knowledge and entertainment, and can also have a social, psychological, spiritual, or political role.
Consensus decision-makingConsensus decision-making or consensus process (often abbreviated to consensus) are group decision-making processes in which participants develop and decide on proposals with the aim, or requirement, of acceptance by all. The focus on establishing agreement of at least the majority or the supermajority and avoiding unproductive opinion differentiates consensus from unanimity, which requires all participants to support a decision. The word consensus is Latin meaning "agreement, accord", derived from consentire meaning "feel together".
Automated decision-makingAutomated decision-making (ADM) involves the use of data, machines and algorithms to make decisions in a range of contexts, including public administration, business, health, education, law, employment, transport, media and entertainment, with varying degrees of human oversight or intervention. ADM involves large-scale data from a range of sources, such as databases, text, social media, sensors, images or speech, that is processed using various technologies including computer software, algorithms, machine learning, natural language processing, artificial intelligence, augmented intelligence and robotics.
Video game consoleA video game console is an electronic device that outputs a video signal or image to display a video game that can be played with a game controller. These may be home consoles, which are generally placed in a permanent location connected to a television or other display devices and controlled with a separate game controller, or handheld consoles, which include their own display unit and controller functions built into the unit and which can be played anywhere. Hybrid consoles combine elements of both home and handheld consoles.