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Simulating Antiquity in Boys' Adventure Fiction: Maps and Ink Stains [Paperback]

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  • Category: Books (Language Arts & Disciplines)
  • Author:  Vranken, Thomas
  • Author:  Vranken, Thomas
  • ISBN-10:  1009158945
  • ISBN-10:  1009158945
  • ISBN-13:  9781009158947
  • ISBN-13:  9781009158947
  • Publisher:  Cambridge University Press
  • Publisher:  Cambridge University Press
  • Pages:  75
  • Pages:  75
  • Binding:  Paperback
  • Binding:  Paperback
  • Pub Date:  01-Mar-2022
  • Pub Date:  01-Mar-2022
  • SKU:  1009158945-11-MPOD
  • SKU:  1009158945-11-MPOD
  • Item ID: 104965213
  • Seller: ShopSpell
  • Ships in: 2 business days
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  • Delivery by: Sep 30 to Oct 02
  • Notes: Brand new books. Buy now.
This Element presents 'lost world' adventure fiction as a response to print culture's nineteenth- and twenty-first-century automation.This Element approaches the genre of boys' adventure fiction as not just a catalogue of texts but a corpus of books. Examining early editions of Treasure Island, King Solomon's Mines, and The Lost World, the Element argues that fin-de-si?cle adventure fiction sought to resist the nineteenth-century industrialisation of book production from within.This Element approaches the genre of boys' adventure fiction as not just a catalogue of texts but a corpus of books. Examining early editions of Treasure Island, King Solomon's Mines, and The Lost World, the Element argues that fin-de-si?cle adventure fiction sought to resist the nineteenth-century industrialisation of book production from within.A genre that glorifies brutish masculinity and late Victorian imperialism, boys' 'lost world' adventure fiction has traditionally been studied for its politically problematic content. While attuned to these concerns, this Element approaches the genre from a different angle, viewing adventure fiction as not just a catalogue of texts but a corpus of books. Examining early editions of Treasure Island, King Solomon's Mines, and The Lost World, the Element argues that fin-de-si?cle adventure fiction sought to resist the nineteenth-century industrialisation of book production from within. As the Element points out, the genre is filled with nostalgic simulations of material anachronisms  'facsimiles' of fictional pre-modern paper, printing, and handwriting that re-humanise the otherwise alienating landscape of the modern book and modern literary production. The Element ends by exploring a subversive revival of lost world adventure fiction that emerged in response to ebooks at the beginning of the twenty-first century.Introduction; 1. Spick and Span New Paper; 2. Written as Well as Printed by a Steam Engine; 3. Tottery Characters; 4. New New Romance; or, NelC
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