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    Arts

    Imaginary Worlds

    Imaginary Worlds sounds like what would happen if NPR went to Comic-Con and decided that’s all they ever wanted to cover. The host Eric Molinsky spent over a decade working in public radio, and he uses those skills to create sound-rich storytelling, pop culture analysis and cultural commentary about speculative fiction and immersive worldbuilding. Eric interviews sci-fi fantasy writers, creature makeup designers, comic book artists, video game and tabletop game designers and anyone who works in the field of make-believe about their creative process. He also delves into fandoms, asking why we suspend our disbelief, and what happens if the spell is broken. Fantasy worlds may be set on distant planets or parallel dimensions, but they are crafted here on Earth and they’re always about us and our lived experiences.

    Imaginary Worlds is a Gold Winner for Best Arts & Culture podcast in the Signal Awards, and received an Ambie Award nomination for Best Indie Podcast. Episodes of Imaginary Worlds have been featured on the podcasts 99% Invisible, Twenty Thousand Hertz, Decoder Ring, Cautionary Tales, Science Friday, and The Allusionist.

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    Latest Episodes:
    Politics of the Funnies: Pogo Turns Left Jan 06, 2022
    Show notes

    Once upon a time, the funnies or the comics pages dominated newspapers – back when newspapers were the main source of information for most Americans. In those days, Walt Kelly and Al Capp were titans of the funnies. Their strips Pogo and Li’l Abner were cultural sensations. Both artists were groundbreaking in the way they incorporated satire into their fantastical worlds, back when the comics page was supposed to be an apolitical neutral zone. Even though their strips are not front and center in pop culture today, we are still feeling the ripple effects of what they accomplished. In part one, I talk with Mercer University professor Jay Black, BYU professor Kerry Soper and Harper College professor Brian Cremins about how Pogo met the enemy, and why he is us.

    Link to Jay Black's book, "Walt Kelly and Pogo: The Art of the Political Swamp"

    Link to Kerry Soper's book, "We Go Pogo"

    Our ad partner is Multitude. If you’re interested in advertising on Imaginary Worlds, you can contact them here.

    Learn more about your ad choices. Visit podcastchoices.com/adchoices


    Pop Culture Splits into Multiverses Dec 23, 2021
    Show notes

    Marvel and DC are jumping into the multiverse with multiple movies and shows crossing over into parallels worlds with different versions of established characters while they’re merging IP from different franchises. It’s a win-win business strategy, but multiverses also bring up intriguing story possibilities of how we could’ve turned out differently if the circumstances of our lives were different, and what it would be like to meet your double. I covered those themes in my episode Doppelgängers 2.0, and I looked into one of the first cinematic multiverses, The Tommy Westphall universe, in my episode Inside the Snow Globe. Both episodes were from 2015, and since a lot of recent listeners probably never heard them, I’m presenting them again as a double feature.

    This episode is sponsored by Walker Books and BetterHelp. Our ad partner is Multitude. If you’re interested in advertising on Imaginary Worlds, you can contact them here.

    Learn more about your ad choices. Visit podcastchoices.com/adchoices


    Have Yourself a Scary Little Krampus Dec 09, 2021
    Show notes

    The imagery of Christmas in most Western countries is of pure wholesomeness with Santa Claus or St. Nicholas, presents, candy, lights, etc. But in central Europe, there is another figure in the mix, the horned devilish-looking character called Krampus, who doles out punishment if you’re naughty instead of nice. I talk with Jules Linner and Christina Albert about why it was important for them as children to believe in St Nick’s dark companion. Krampus event organizer and author Al Ridenour, along with cultural anthropologist Matthäus Rest, explain the history of Krampus, and why he’s still an important part of German and Austrian culture today.

    Here's the link to Al’s book “The Krampus and the Old, Dark Christmas: Roots and Rebirth of the Folkloric Devil,” and Al’s podcast Bone and Sickle episode on Krampus.

    This episode is sponsored by Walker Books and BetterHelp. Our ad partner is Multitude. If you’re interested in advertising on Imaginary Worlds, you can contact them here.

    Learn more about your ad choices. Visit podcastchoices.com/adchoices


    Building Fine Art One LEGO Brick at a Time Nov 25, 2021
    Show notes

    Nathan Sawaya is one of the best-known LEGO Master Builders – people who can recreate just about anything out of LEGO. While he's worked with major franchises like DC, creating life sized superheroes, he's also an artist who makes original sculptures out of LEGO, including human figures that seem to be grappling with existential angst. I talk with Nathan about how making these LEGO figures has been a way to work through anxiety and depression. We also discuss why he left a law career to become a professional artist, and the practical lessons he’s learned along the way -- from when to glue the bricks together, to how to get his giant sculptures out the door. And we talk about the latest addition to his traveling show The Art of the Brick, where he built endangered species out of LEGO.

    This episode is sponsored by BetterHelp. Our ad partner is Multitude. If you’re interested in advertising on Imaginary Worlds, you can contact them here.

    Learn more about your ad choices. Visit podcastchoices.com/adchoices


    Re-Rolling the Design of Role-Playing Games Nov 11, 2021
    Show notes

    The world of tabletop role-playing games is much broader than Dungeons & Dragons, and there’s been a boom of DIY tabletop RPGs in the last decade. But as new players are coming on to the scene, they’re asking new questions about what defines a game, and what might be problematic about classic tabletop RPGs. Game master Timm Woods explains how new game systems are embracing genre and storytelling down to the moves your characters can make. I talk with independent game designers Emily Care Boss and Avery Alder about how game mechanics can reflect not just the lore of the game, but also social issues and inter-personal social dynamics. Plus, James Mendez Hodes explains how he works at a cultural consultant for game designers, and why orcs might need a makeover.

    This episode is sponsored by Realm and BetterHelp. Our ad partner is Multitude. If you’re interested in advertising on Imaginary Worlds, you can contact them here.

    Learn more about your ad choices. Visit podcastchoices.com/adchoices


    Did A French Theater Invent Modern Horror? Oct 28, 2021
    Show notes

    Many elements of modern horror movies and TV shows came from an unlikely source, a theater in Paris called The Grand Guignol. Beginning in the late 19th century, The Grand Guignol was inventing staples of the horror genre as they discovered how to scare audiences, and why people want to be scared. I talk with University of East Anglia professor and author Richard Hand and Wagner College professor Felicia Ruff about how we can trace the lineage of Psycho, American Horror Story and Sweeney Todd back to The Grand Guignol. Plus, Alex Zavistovich of the Molotov Theatre Group describes what it’s like to recreate Grand Guignol plays for a modern American audience.

    Alex also founded Poe Theatre on The Air which produces Edgar Allen Poe audio dramas like, “The System of Doctor Tarr and Professor Fether,” which is adapted from a short story by Poe that The Grand Guignol originally staged in 1908.

    This episode is sponsored by Realm and BetterHelp. Our ad partner is Multitude. If you’re interested in advertising on Imaginary Worlds, you can contact them here.

    Learn more about your ad choices. Visit podcastchoices.com/adchoices


    The Ecology of Dune Oct 14, 2021
    Show notes

    Frank Herbert’s Dune has been hailed as a pioneer of environmental science fiction, where the Fremen on the planet of Arakkis, have had to adapt to extreme weather conditions through technology and culture. I talk with Ian Schoenherr, the son of illustrator John Schoenherr, about how his father and Frank Herbert bonded over their love of nature. Although Veronika Kratz explains that Frank Herbert would be out of step with today's environmental movement. We’ll also hear from two entrepreneurs in water conservation that were inspired by Dune, Peter Yolles from the company WaterSmart and Daniel Fernandez of California State University Monterey Bay, whose fog catchers are similar to the type of technology the Fremen would use, if they lived on the West Coast.

    This episode is sponsored by BetterHelp. Our ad partner is Multitude. If you’re interested in advertising on Imaginary Worlds, you can contact them here.

    Learn more about your ad choices. Visit podcastchoices.com/adchoices


    Why '70s Office Decor Holds the MCU Together Sep 30, 2021
    Show notes

    Kasra Farahani has done concept art on a lot of big sci-fi fantasy films, and this year he took on his biggest job yet as the production designer for the Disney+ series Loki. Kasra’s sets became fan favorites, especially the way he depicted the sprawling intergalactic bureaucracy of the Time Variance Authority, or TVA. I talk with Kasra about how he got started in the industry, what design principles he learned working with Tim Burton’s go-to designer Bo Welch, why retro technology, especially from the 1970s, makes sense in sci-fi fantasy offices, and what those imaginary offices have to say about our workplaces in the real world.

    This episode is sponsored by Inked Gaming and BetterHelp. Our ad partner is Multitude. If you’re interested in advertising on Imaginary Worlds, you can contact them here.

    Learn more about your ad choices. Visit podcastchoices.com/adchoices


    The Video Game Industry Adapts to Blind Players Sep 16, 2021
    Show notes

    Video games are an inherently visual medium that traditionally haven’t been very accessible to blind people. But there are plenty of blind players who enjoy games and want to lower the barriers to entry. I talk with blind accessibility advocates Liam Erven, Brandon Cole and Aaron Baker about how sound design can guide blind players through virtual worlds. In Aaron’s case, he designs audio games for his company VGStorm. Accessibility advocate Ian Hamilton describes the challenge of making virtual worlds open to everyone. And Emilia Schatz from Naughty Dog studios discusses her collaboration with Brandon Cole in making The Last of Us Part II the most accessible AAA game of all time.

    This episode is sponsored by Skillshare and BetterHelp. Our ad partner is Multitude. If you’re interested in advertising on Imaginary Worlds, you can contact them here.

    Learn more about your ad choices. Visit podcastchoices.com/adchoices


    The Hidden Queerness of Sailor Moon and Disney Villains Sep 02, 2021
    Show notes

    Queer representation in children’s cartoons has never been better, but the road to get here has been fraught. I talk with podcaster Dawn H and journalist Sara Century about how the first type of queer representation they saw in cartoons came from Sailor Moon – or at least a highly edited and strangely dubbed English-language version that tried to scrub away all the queer content, somewhat unsuccessfully. And I talk with podcaster Thomas J. West and YouTube essayist Rowan Ellis about the history of queer-coded villains in Disney cartoons, and how the biggest entertainment company in the world still has a lot of catching up to do.

    This episode is sponsored by BetterHelp. Our ad partner is Multitude. If you’re interested in advertising on Imaginary Worlds, you can contact them here.

    Learn more about your ad choices. Visit podcastchoices.com/adchoices


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