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Science Fiction
Science fiction (often shortened to SF or sci-fi) is a genre of speculative fiction, typically dealing with imaginative concepts such as advanced science and technology, spaceflight, time travel, and extraterrestrial life. Science fiction often explores the potential consequences of scientific and other innovations, and has been called a "literature of ideas". It usually avoids the supernatural, unlike the related genre of fantasy
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List Of Alternate History Fiction
This is a list of alternate history fiction, sorted by type.

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Technology
Technology ("science of craft", from Greek τέχνη, techne, "art, skill, cunning of hand"; and -λογία, -logia) is the collection of techniques, skills, methods, and processes used in the production of goods or services or in the accomplishment of objectives, such as scientific investigation. Technology can be the knowledge of techniques, processes, and the like, or it can be embedded in machines to allow for operation without detailed knowledge of their workings. The simplest form of technology is the development and use of basic tools. The prehistoric discovery of how to control fire and the later Neolithic Revolution increased the available sources of food, and the invention of the wheel helped humans to travel in and control their environment
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Spaceflight
Spaceflight (also written space flight) is ballistic flight into or through outer space. Spaceflight can occur with spacecraft with or without humans on board. Examples of human spaceflight include the U.S. Apollo Moon landing and Space Shuttle programs and the Russian Soyuz program, as well as the ongoing International Space Station. Examples of unmanned spaceflight include space probes that leave Earth orbit, as well as satellites in orbit around Earth, such as communications satellites. These operate either by telerobotic control or are fully autonomous. Spaceflight is used in space exploration, and also in commercial activities like space tourism and satellite telecommunications
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Science
Science (from the Latin word scientia, meaning "knowledge") is a systematic enterprise that builds and organizes knowledge in the form of testable explanations and predictions about the universe.

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Imagination
Imagination, also called the faculty of imagining, is the creative ability to form images, ideas, and sensations in the mind without any immediate input of the senses (such as seeing or hearing). Imagination helps make knowledge applicable in solving problems and is fundamental to integrating experience and the learning process. A basic training for imagination is listening to storytelling (narrative), in which the exactness of the chosen words is the fundamental factor to "evoke worlds". Imagination is a cognitive process used in mental functioning and sometimes used in conjunction with psychological imagery. The cognate term of mental imagery may be used in psychology for denoting the process of reviving in the mind recollections of objects formerly given in sense perception
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Genre
Genre (/ˈʒɒ̃rə, ˈʒɒn-, ˈɒn-/; from French genre, meaning 'kind' or 'sort') is any form or type of communication in any mode (written, spoken, digital, artistic, etc.) with socially-agreed upon conventions developed over time. Genre is most popularly known as a category of literature, music, or other forms of art or entertainment, whether written or spoken, audio or visual, based on some set of stylistic criteria, yet genres can be aesthetic, rhetorical, communicative, or functional. Genres form by conventions that change over time as cultures invent new genres and discontinue the use of old ones. Often, works fit into multiple genres by way of borrowing and recombining these conventions. Stand-alone texts, works, or pieces of communication may have individual styles, but genres are amalgams of these texts based on agreed-upon or socially inferred conventions
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Fictional Universe
A fictional universe is a self-consistent setting with events, and often other elements, that differ from the real world. It may also be called an imagined, constructed or fictional realm (or world)
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Sidewise Award For Alternate History
The Sidewise Awards for Alternate History were established in 1995 to recognize the best alternative history stories and novels of the year.

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The War Of The Worlds
The War of the Worlds is a science fiction novel by English author H. G. Wells first serialised in 1897 by Pearson's Magazine in the UK and by Cosmopolitan magazine in the US. The novel's first appearance in hardcover was in 1898 from publisher William Heinemann of London. Written between 1895 and 1897, it is one of the earliest stories that detail a conflict between mankind and an extraterrestrial race. The novel is the first-person narrative of both an unnamed protagonist in Surrey and of his younger brother in London as southern England is invaded by Martians. The novel is one of the most commented-on works in the science fiction canon. The plot has been related to invasion literature of the time. The novel has been variously interpreted as a commentary on evolutionary theory, British imperialism, and generally Victorian superstitions, fears and prejudices
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Retrofuturism
Retrofuturism (adjective retrofuturistic or retrofuture) is a trend in the creative arts showing the influence of depictions of the future produced in an earlier era. If "futurism is sometimes called a 'science' bent on anticipating what will come, retrofuturism is the remembering of that anticipation." Characterized by a blend of old-fashioned "retro" styles with futuristic technology, retrofuturism explores the themes of tension between past and future, and between the alienating and empowering effects of technology
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Legendary Creature
A legendary, mythical, or mythological creature, traditionally called a fabulous beast or fabulous creature, is a fictitious, imaginary and often supernatural animal, often a hybrid, sometimes part human, whose existence has not or cannot be proved and that is described in folklore or fiction but also in historical accounts before history became a science. In the classical era, monstrous creatures such as the Cyclops and the Minotaur appear in heroic tales for the protagonist to destroy. Other creatures, such as the unicorn, were claimed in accounts of natural history by various scholars of antiquity. Some legendary creatures have their origin in traditional mythology and were believed to be real creatures, for example dragons, griffins, and unicorns
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Quest
A quest serves as a plot device in mythology and fiction: a difficult journey towards a goal, often symbolic or allegorical. Tales of quests figure prominently in the folklore of every nation and ethnic culture. In literature, the object of a quest requires great exertion on the part of the hero, who must overcome many obstacles, typically including much travel. The aspect of travel allows the storyteller to showcase exotic locations and cultures (an objective of the narrative, not of the character). The object of a quest may also have supernatural properties, often leading the protagonist into other worlds and dimensions
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