A paracosm is a detailed imaginary world thought generally to originate in childhood. The creator of a paracosm has a complex and deeply felt relationship with this subjective universe, which may incorporate real-world or imaginary characters and conventions. Commonly having its own geography, history, and language, it is an experience that is often developed during childhood and continues over a long period of time, months or even years, as a sophisticated reality that can last into adulthood. [1]
The concept was first described by Robert Silvey, with later research by British psychiatrist Stephen A. MacKeith and British psychologist David Cohen. The term "paracosm" was coined by Ben Vincent, a participant in Silvey's 1976 study and a self-professed paracosmist. [2] [3] [4]
Psychiatrists Delmont Morrison and Shirley Morrison mention paracosms and "paracosmic fantasy" in their book Memories of Loss and Dreams of Perfection, in the context of people who have suffered the death of a loved one or some other tragedy in childhood. For such people, paracosms function as a way of processing and understanding their early loss. [5] They cite J. M. Barrie, Isak Dinesen and Emily Brontë as examples of people who created paracosms after the deaths of family members.
Marjorie Taylor is another child development psychologist who explores paracosms as part of a study on imaginary friends. [6] In Adam Gopnik's essay, "Bumping Into Mr. Ravioli", he consults his sister, a child psychologist, about his three-year-old daughter's imaginary friend. He is introduced to Taylor's ideas and told that children invent paracosms as a way of orienting themselves in reality. [7] Similarly, creativity scholar Michele Root-Bernstein discusses her daughter's invention of an imaginary world, one that lasted for over a decade, in the 2014 book, Inventing Imaginary Worlds: From Childhood Play to Adult Creativity. [8]
Paracosms are also mentioned in articles about types of childhood creativity and problem-solving. Some scholars believe paracosm play indicates high intelligence. A Michigan State University study undertaken by Root-Bernstein revealed that many MacArthur Fellows Program recipients had paracosms as children, thus engaging in what she calls worldplay. Sampled MacArthur Fellows were twice as likely to have engaged in childhood worldplay as MSU undergraduates. They were also significantly more likely than MSU students to recognize aspects of worldplay in their adult professional work. [9] Paracosm play is recognized as one of the indicators of a high level of creativity, which educators now realize is as important as intelligence. [10]
In an article in the International Handbook on Giftedness, Root-Bernstein writes about paracosm play in childhood as an indicator of considerable creative potential, which may "supplement objective measures of intellectual giftedness ... as well as subjective measures of superior technical talent." [11] There is a chapter on paracosm play in the 2013 textbook Children, Childhood and Cultural Heritage, written by Christine Alexander. She sees it, along with independent writing, as attempts by children to create agency for themselves. [4]
Paracosms are one of the subjects of interest to the emerging field of literary juvenilia, studying the childhood writings of well-known and lesser-known authors. Joetta Harty in her essay "Imagining the Nation, Imagining an Empire: A Tour of Nineteenth-Century British Paracosms" contextualizes the paracosms of 19th-century British children, including the Brontë family, Thomas De Quincey's Gombroon and Hartley Coleridge's Ejuxria, with then-current events. Nike Sulway in "'A Date with Barbara': Paracosms of the Self in Biographies of Barbara Newhall Follett" explores adult reaction to children perceived as prodigies or geniuses, focusing on how their biographies often focus on their imaginations and paracosmic creations rather than on their daily lives, citing as an example adult reactions to child author Barbara Newhall Follett. [12] [13] In Virtual Play and the Victorian Novel, Timothy Gao focuses on "paracosmic play or worldplay" on the part of De Quincey, Coleridge, Charlotte Brontë, Anna Jameson, Thomas Malkin and Anthony Trollope. [14]
Examples of paracosms include:
Charlotte Nicholls, commonly known as Charlotte Brontë, was an English novelist and poet, the eldest of the three Brontë sisters who survived into adulthood and whose novels became classics of English literature. She is best known for her novel Jane Eyre, which she published under the male pseudonym Currer Bell. Jane Eyre went on to become a success in publication, and is widely held in high regard in the gothic fiction genre of literature.
Emily Jane Brontë was an English novelist and poet who is best known for her only novel, Wuthering Heights, now considered a classic of English literature. She also published a book of poetry with her sisters Charlotte and Anne titled Poems by Currer, Ellis and Acton Bell with her own poems finding regard as poetic genius. Emily was the second-youngest of the four surviving Brontë siblings, between the youngest Anne and her brother Branwell. She published under the pen name Ellis Bell.
A polymath or polyhistor is an individual whose knowledge spans many different subjects, known to draw on complex bodies of knowledge to solve specific problems.
A child (pl. children) is a human being between the stages of birth and puberty, or between the developmental period of infancy and puberty. The term may also refer to an unborn human being. In English-speaking countries, the legal definition of child generally refers to a minor, in this case as a person younger than the local age of majority, regardless of their physical, mental and sexual development as biological adults. Children generally have fewer rights and responsibilities than adults. They are generally classed as unable to make serious decisions.
Genre 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.
The Brontës were a nineteenth-century literary family, born in the village of Thornton and later associated with the village of Haworth in the West Riding of Yorkshire, England. The sisters, Charlotte (1816–1855), Emily (1818–1848) and Anne (1820–1849), are well-known poets and novelists. Like many contemporary female writers, they published their poems and novels under male pseudonyms: Currer, Ellis, and Acton Bell. Their stories attracted attention for their passion and originality immediately following their publication. Charlotte's Jane Eyre was the first to know success, while Emily's Wuthering Heights, Anne's The Tenant of Wildfell Hall and other works were accepted as masterpieces of literature after their deaths.
Imaginary friends are a psychological and a social phenomenon where a friendship or other interpersonal relationship takes place in the imagination rather than physical reality.
Patrick Branwell Brontë was an English painter and writer. He was the only son of the Brontë family, and brother of the writers Charlotte, Emily, and Anne. Brontë was rigorously tutored at home by his father, and earned praise for his poetry and translations from the classics. However, he drifted between jobs, supporting himself by portrait-painting, and gave way to drug and alcohol addiction, apparently worsened by a failed relationship with a married woman. Brontë died at the age of 31.
Fantasy literature is literature set in an imaginary universe, often but not always without any locations, events, or people from the real world. Magic, the supernatural and magical creatures are common in many of these imaginary worlds. Fantasy literature may be directed at both children and adults.
Make believe, also known as pretend play or imaginative play, is a loosely structured form of play that generally includes role-play, object substitution and nonliteral behavior. What separates play from other daily activities is its fun and creative aspect rather than being an action performed for the sake of survival or necessity. Children engage in make believe for a number of reasons. It provides the child with a safe setting to express fears and desires. When children participate in pretend play, they are integrating and strengthening previously acquired knowledge. Children who have better pretense and fantasy abilities also show better social competence, cognitive capabilities, and an ability to take the perspective of others. In order for the activity to be referred to as pretend play, the individual must be intentionally diverting from reality. The individual must be aware of the contrast between the real situation and the make believe situation. If the child believes that the make believe situation is reality, then they are misinterpreting the situation rather than pretending. Pretend may or may not include action, depending on whether the child chooses to project their imagination onto reality or not.
Elements of the supernatural and the fantastic were an element of literature from its beginning. The modern fantasy genre is distinguished from tales and folklore which contain fantastic elements, first by the acknowledged fictitious nature of the work, and second by the naming of an author. Authors like George MacDonald (1824–1905) created the first explicitly fantastic works.
A childhood secret club is an informal organization created by children.
Worldbuilding is the process of constructing an imaginary world or setting, sometimes associated with a fictional universe. Developing the world with coherent qualities such as a history, geography, culture and ecology is a key task for many science fiction or fantasy writers. Worldbuilding often involves the creation of geography, a backstory, flora, fauna, inhabitants, technology and often if writing speculative fiction, different peoples. This may include social customs as well as invented languages for the world.
Active imagination refers to a process or technique of engaging with the ideas or imaginings of one's mind. It is used as a mental strategy to communicate with the subconscious mind. In Jungian psychology, it is a method for bridging the conscious and unconscious minds. Instead of being linked to the Jungian process, the phrase "active imagination" in modern psychology is most frequently used to describe a propensity to have a very creative and present imagination. It is thought to be a crucial aid in the process of individuation.
Imagination is the production of sensations, feelings and thoughts informing oneself. These experiences can be re-creations of past experiences, such as vivid memories with imagined changes, or completely invented and possibly fantastic scenes. Imagination helps apply knowledge to solve problems and is fundamental to integrating experience and the learning process.
Imaginary Worlds: the Art of Fantasy is a study of the modern literary fantasy genre written by Lin Carter. It was first published in paperback by Ballantine Books in June, 1973 as the fifty-eighth volume of its Ballantine Adult Fantasy series; it was the only nonfiction entry in the series. The book was among the earliest full-length critical works devoted to fantasy writers and the history of fantasy. It was the third of three such studies by Carter, being preceded by Tolkien: A Look Behind "The Lord of the Rings" (1969) and Lovecraft: A Look Behind the "Cthulhu Mythos" (1972). These works, together with his editorial guidance of the Ballantine Adult Fantasy series, established Carter as an authority on the genre.
Fantasy-prone personality (FPP) is a disposition or personality trait in which a person experiences a lifelong, extensive, and deep involvement in fantasy. This disposition is an attempt, at least in part, to better describe "overactive imagination" or "living in a dream world". An individual with this trait may have difficulty differentiating between fantasy and reality and may experience hallucinations, as well as self-suggested psychosomatic symptoms. Closely related psychological constructs include daydreaming, absorption and eidetic memory.
Learning through play is a term used in education and psychology to describe how a child can learn to make sense of the world around them. Through play children can develop social and cognitive skills, mature emotionally, and gain the self-confidence required to engage in new experiences and environments.
Gondal is an imaginary world or paracosm created by Emily Brontë and Anne Brontë that is found in their juvenilia. Gondal is an island in the North Pacific, just north of the island Gaaldine. It included at least four kingdoms: Gondal, Angora, Exina and Alcona. The earliest surviving reference comes from a diary entry in 1834. None of the prose fiction now survives but poetry still exists, mostly in the form of a manuscript donated to the British Museum in 1933; as do diary entries and scraps of lists. The poems are characterised by war, romance and intrigue. The Gondal setting, along with the similar Angria setting created by the other Brontë siblings, has been described as an early form of speculative fiction.
The Glass Town is a paracosm created and written as a shared fantasy world by Charlotte Brontë, Branwell Brontë, Emily Brontë and Anne Brontë, siblings of the Brontë family. It was initiated by Charlotte and her brother Branwell; Emily and Anne Brontë later participated in further developing the stories and geography of its world, although they also broke away to conceptualize Gondal, while Charlotte conceptualized Angria.
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has generic name (help). Originally appeared in The New Yorker on September 30, 2002, and also found in Gopnik's collection of autobiographical essays, Through the Children's Gate: A Home in New York (Vintage Canada, 2007). ISBN 1-4000-7575-0.