The cognitive potential of fantasy in the 1985-2000s

The author approaches the consideration of issues of cognition and cognitive potential by referring to the phenomenon of fantasy in a specific period with characteristic features and problems both in terms of historical and philosophical ideas and cognition, and in terms of new aspects of the form and semantic structures of fantasy. The article considers this from a number of angles, such as: historical ways of becoming aware of the need for changes in the understanding of cognition; the role of a specific person as a cognitive subject in cognition; the influence of the works of A. Sapkowski and a number of other authors on the cognitive potential of fantasy; selfknowledge in connection with the changeability of various spheres of influence of the phenomenon of fantasy on a person. It is shown that in the analysis of the cognitive potential of the period under study, not only approaches and forms play an important role, but also historical issues and patterns, since it is important to take into account the problems of the cognitive process in the framework of rethinking myth, tradition, as well as a living and cognitive subject in the conditions of the surrounding world. The need to turn to fantasy in order to understand the process of cognition and its potential in the 1985-2000s is substantiated. This is done by studying A. Sapkowski's essay "Varenik, or No Gold in the Grey Mountains", in which the Polish writer presents his ideas on the phenomenon of fantasy and discusses them with J.R.R. Tolkien and his work "On Fairy Tales". The author concludes that the cognitive potential of fantasy not only provides opportunities for understanding the world and reality, but also reveals the historical and philosophical characteristics of a particular period.

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Publication Details

Journal
Research Result Social Studies and Humanities
Published
2024-12-30
DOI
https://doi.org/10.18413/2408-932x-2024-10-4-1-4
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

The cognitive potential of fantasy in the 1985-2000s

Gleb A. Unukaev
Research Result Social Studies and Humanities
Digital Games and Media
article

The cognitive potential of fantasy in the 1985-2000s

Gleb A. Unukaev
article en

Abstract

The author approaches the consideration of issues of cognition and cognitive potential by referring to the phenomenon of fantasy in a specific period with characteristic features and problems both in terms of historical and philosophical ideas and cognition, and in terms of new aspects of the form and semantic structures of fantasy. The article considers this from a number of angles, such as: historical ways of becoming aware of the need for changes in the understanding of cognition; the role of a specific person as a cognitive subject in cognition; the influence of the works of A. Sapkowski and a number of other authors on the cognitive potential of fantasy; selfknowledge in connection with the changeability of various spheres of influence of the phenomenon of fantasy on a person. It is shown that in the analysis of the cognitive potential of the period under study, not only approaches and forms play an important role, but also historical issues and patterns, since it is important to take into account the problems of the cognitive process in the framework of rethinking myth, tradition, as well as a living and cognitive subject in the conditions of the surrounding world. The need to turn to fantasy in order to understand the process of cognition and its potential in the 1985-2000s is substantiated. This is done by studying A. Sapkowski's essay "Varenik, or No Gold in the Grey Mountains", in which the Polish writer presents his ideas on the phenomenon of fantasy and discusses them with J.R.R. Tolkien and his work "On Fairy Tales". The author concludes that the cognitive potential of fantasy not only provides opportunities for understanding the world and reality, but also reveals the historical and philosophical characteristics of a particular period.

Research Result Social Studies and HumanitiesVol. 10(4)
Openalex Percentile: Top 53%
Digital Games and Media
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