The Frank Einstein Books by Jon Scieszka as a Variant of the Literary Game with Cultural Heritage

L.V. Pikun
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Abstract

The article is dedicated to the study of the literary mirror game with the cultural heritage in the Frank Einstein books by Jon Scieszka. The Frank Einstein books were first translated and published in Ukraine in 2019. This article is the first investigation of the Frank Einstein series by J. Scieszka as a literary game. Six Frank Einstein books (“Frank Einstein and the Antimatter Motor” (2014), “Frank Einstein and the Electro-Finger” (2015), ‘Frank Einstein and the BrainTurbo” (2015), “Frank Einstein and the EvoBlaster Belt” (2016), “Frank Einstein and the Bio-Action Gizmo” (2017) and “Frank Einstein and the Space-Time Zipper” (2019)) demonstrate vivid examples of the literary game in the contemporary children’s literature from the positions of the author as a game creator and the reader as a game opponent. J. Scieszka was born in 1954 in Flint, Michigan, USA. The future writer received a varied education. He attended the military academy, then studied English and pre-med at Albion College for his B.A., and in 1980 received a master's degree of Fine Arts in fiction writing at Columbia University. After graduation J. Scieszka worked as a teacher at an elementary school. Teaching schoolchildren, Jon re-discovered how smart they are. School children turned to be the best audience for the weird and funny stories he had always liked to read and write. The books by Jon Scieszka are based on recognizable archetypal plots and iconic characters, which are not presented to the reader in a conserved form, but focused on the current stage of culture and science development. The writer cheerfully and humorously manipulates well-known plots, rewrites established ideas, and interprets familiar literary themes, motives, characters, etc., presented in world-famous science fiction, well-known to the modern young reader. J. Scieszka says that he got his ideas from other books, his kids, kids he had taught, kids he had learned from, watching movies, playing with his cat, talking to his wife. He also includes allusions to his favourite writers – Cervantes, Kafka, Borges, Pynchon, Sterne, Barth, Heller (Scieszka, 2014). J. Scieszka uses a repertoire of prominent scientific and literary samples in his work, such as the character of the scientist Frankenstein by M. Shelley and the theoretical physicist Albert Einstein, the inventor and businessman Thomas Edison, a fictional character Dr. Watson in the Sherlock Holmes stories by Sir Arthur Conan Doyle, the primatologist Jane Goodall. There is a mechanism of mirror doubling in the system of characters: Frankenstein and Frank Einstein, Albert Einstein and Al. Einstein, Klink and Klank, and the complex mirror refraction of Frank Einstein and Watson as Sherlock Holmes and Dr. Watson, Frank Einstein and T. Edison as Sherlock Holmes and Professor Moriarty. The article analyses the well-known literary and scientific achievements that acquire a mirror replay in the books about Frank Einstein. The researcher concludes that the books by J. Sciezska are a source of vivid emotional experiences and motivation for serious readers’ reflection. The author of the article draws attention to the fact that the play field created by J. Scieszka is a product of accumulated cultural content, which activates the human tendency to imitate, assimilate and repeat. This game is a form of conscious assimilation and processing of the universe of intangible and material artifacts, objectified actions and relations created by mankind in the process of mastering nature.
乔恩·西兹卡的《弗兰克·爱因斯坦丛书》:文化遗产文学游戏的变体
本文致力于研究Jon Scieszka在弗兰克·爱因斯坦的书中与文化遗产的文学镜像游戏。弗兰克·爱因斯坦的书于2019年首次在乌克兰翻译和出版。本文是首次将J. Scieszka的弗兰克·爱因斯坦系列作为文学游戏进行研究。《弗兰克·爱因斯坦与反物质马达》(2014年)、《弗兰克·爱因斯坦与电指》(2015年)、《弗兰克·爱因斯坦与脑涡轮》(2015年)、《弗兰克·爱因斯坦与EvoBlaster腰带》(2016年)、《弗兰克·爱因斯坦与生物动作小装置》(2017年)、《弗兰克·爱因斯坦与时空拉链》(2019年)等六本弗兰克·爱因斯坦的著作,从作者作为游戏创造者和读者作为游戏对手的角度,生动地展示了当代儿童文学中的文学游戏。1954年,J. Scieszka出生于美国密歇根州弗林特。这位未来的作家接受了多种多样的教育。他曾就读于军事学院,然后在阿尔比恩学院(Albion College)学习英语和医学预科,并于1980年在哥伦比亚大学(Columbia University)获得小说写作美术硕士学位。毕业后,J. Scieszka在一所小学当老师。教小学生时,乔恩重新发现他们有多聪明。学生们成了他一直喜欢读和写的古怪有趣故事的最佳听众。Jon Scieszka的作品以可识别的原型情节和标志性人物为基础,并不是以保守的形式呈现给读者,而是关注当前的文化和科学发展阶段。作者愉快而幽默地操纵着众所周知的情节,改写了既定的思想,诠释了现代年轻读者所熟知的世界著名科幻小说中所呈现的熟悉的文学主题、动机、人物等。J. Scieszka说他的想法来自于其他的书,他的孩子,他教过的孩子,他学习的孩子,看电影,和他的猫玩,和他妻子说话。他还提到了他最喜欢的作家——塞万提斯、卡夫卡、博尔赫斯、品钦、斯特恩、巴特、海勒(Scieszka, 2014)。J. Scieszka在他的作品中使用了一些著名的科学和文学样本,比如M. Shelley笔下的科学家弗兰肯斯坦(Frankenstein)和理论物理学家阿尔伯特·爱因斯坦(Albert Einstein),发明家兼商人托马斯·爱迪生(Thomas Edison),阿瑟·柯南·道尔爵士(Sir Arthur Conan Doyle)的福尔摩斯故事中的虚构人物华生博士(Dr. Watson),灵长类动物学家简·古道尔(Jane Goodall)。弗兰肯斯坦和弗兰克·爱因斯坦、阿尔伯特·爱因斯坦和艾尔·爱因斯坦、克林克和克兰克,以及弗兰克·爱因斯坦和华生饰演夏洛克·福尔摩斯和华生博士、弗兰克·爱因斯坦和t·爱迪生饰演夏洛克·福尔摩斯和莫里亚蒂教授的复杂镜像折射,在角色系统中存在着镜像倍增的机制。本文分析了著名的文学和科学成就在关于弗兰克·爱因斯坦的书中得到镜像再现。研究者得出结论,J. Sciezska的书是一种生动的情感体验的来源,也是严肃读者反思的动力。作者指出,西西兹卡创造的游戏场是文化内容积累的产物,它激活了人类模仿、同化和重复的倾向。这种游戏是人类在掌握自然的过程中所创造的无形的、物质的人工造物、客观化的行动和关系,对宇宙进行有意识的同化和加工的一种形式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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