Literary Devices, Hero's Journey, and Dystopian Concepts Vocabulary

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Vocabulary flashcards defining literary devices, characterization methods, stages of the Hero's Journey, and characteristics of dystopias based on the lecture notes.

Last updated 12:11 AM on 9/27/26
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37 Terms

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Diction

The author's choice of words, which affects the meaning, mood, and tone of the passage.

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Theme

A statement that tells what the author intended the reader to learn from the story, which is general, does not contain character names or specific events, can be applied to anyone's life, contains no absolutes, and is expressed in one sentence.

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Imply

Used by an author to suggest something through their writing.

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Infer

Conclusions reached by the reader on the basis of evidence and reasoning.

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Character trait

Words that describe a character's personality or appearance, which can be determined through direct or indirect characterization.

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Direct characterization

When the author explicitly describes a character.

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Indirect characterization

When the reader has to infer information about a character through their speech, thoughts, effect on others, actions, or looks.

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Symbol

Using a concrete item to represent something abstract like a feeling, belief, or idea, containing layers of meaning based on the qualities of the concrete item.

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Motif

An image, sound, action, idea, or word that appears frequently and recurs throughout a story to reinforce or contribute to the theme.

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Denotation

The objective, literal meaning or dictionary definition of a word.

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Connotation

The connection associated with a word, which can generally have a positive or negative association.

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Life in the Ordinary world

The normal, everyday existence of the hero with no major conflict and a peaceful, calm, ordered life, where some events are beginning to change.

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The call to aventure

The stage where the hero receives information that encourages them to leave their normal life behind.

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Refusal of the call

When the hero resists the call and searches for reasons to stay in their normal life, until receiving another push to convince them to answer.

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The mentor

An older, wiser guide who appears to offer help, teach skills, or provide necessary information, and may have magical elements.

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Crossing the threshold

The stage where the hero leaves normal life and enters into a new, unknown world or starts a new aspect of life that brings dangers.

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Trials

Tests and challenges that put the hero to the test to build up strength and knowledge over time.

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The approach

When the hero nears a critical point, facing their greatest fear or inner turmoil/conflict, and may prepare a plan to attack.

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The abyss

A significant trial or often near-death experience testing the hero's abilities, where they must use all they have learned to overcome the challenge and gain greater powers or insight.

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The transformation

When the hero earns a reward and/or gains valuable insight, feeling prepared to apply what they have learned or gained in the real world.

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The road back

The stage where the hero begins the journey back to the ordinary world and must face another major conflict or deal with unresolved issues.

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Resurrection

A life-threatening challenge or life-or-death ordeal that transforms or solidifies the hero's status, representing being reborn.

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Mastery of two worlds

The final stage of the hero's journey where the hero returns to the ordinary world, receives a reward, enemies are punished, and allies are rewarded.

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Dystopia

A society that is in some important way undesirable or frightening, where injustice or chaos holds sway, serving as a warning to current society.

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Corporate control

A form of dystopian control where large corporations control society through products, advertising, and the media.

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Technological control

A form of dystopian control where society is controlled by technology.

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Religious control

A form of dystopian control where society is controlled by religious beliefs.

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Simile

A comparison between two objects using like or as.

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Metaphor

A comparison between two objects NOT using like or as.

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Allusion

A passing reference to something well known, which can be direct or implied.

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Hyperbole

An exaggeration that is not taken literally.

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Imagery

Detailed and descriptive language used to create clear pictures of what's happening in the text.

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Sensory language

Language that appeals to and is connected to our five senses.

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Repetition

A literary device that intentionally uses the same word or phrase multiple times in a text.

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Personification

Giving human characteristics to nonhuman objects.

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Onomatopoeia

A word created from or by a sound.

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Foreshadowing

When the author gives hints about future events.