A paracosm is a detailed, privately invented world that a person builds and sustains over months or years, often beginning in childhood. The term was coined in the 1970s by a British researcher named Robert Silvey during a BBC audience-research project, and it entered the psychological literature through the work of Silvey and Stephen MacKeith, who studied it as a distinct form of imaginative activity: a “spontaneous, but maintained and elaborated private world.”1Imagination, Cognition and Personality. Paracosms and the Development of Fantasy in Childhood Unlike a daydream that drifts and dissolves, a paracosm has continuity, internal rules, and often a geography, language, or cast of characters that its creator returns to again and again. The phenomenon sits at the intersection of developmental psychology, creativity research, and the study of imagination, and it turns out to be both more common and more consequential than most people assume.
How Common Paracosms Are
Because paracosms are private by definition, pinning down how many children create them is tricky. The most commonly cited figure comes from a pair of studies of eight- to twelve-year-olds, which found that roughly 17% of children in that age range reported maintaining an imaginary world.2PubMed. Paracosms: The Imaginary Worlds of Middle Childhood That is a meaningful minority, though the real number could be higher, since not every child will volunteer information about a world they may regard as secret or embarrassing. The original MacKeith and Cohen collection assembled 64 detailed case histories of paracosm creators, and even in that relatively small sample the variety was striking: some worlds were political simulations, others were elaborate kingdoms, and a few were functioning miniature societies with their own economies and laws.3Imagination, Cognition and Personality. Paracosms and the Development of Fantasy in Childhood
One thing worth noting is that the roughly 17% figure captures a particular slice: children old enough to describe their worlds in some detail but young enough that the activity is still actively developing. Younger children may have imaginary companions without building a full world around them, and some paracosm creators do not begin until adolescence or even adulthood. The research window tends to focus on middle childhood because that is when the activity is easiest to document, but it is not necessarily when it peaks for every individual.
What a Paracosm Actually Looks Like
There is no single template. Some paracosms are map-based: a child draws a landmass, names the countries, assigns populations, and works out trade routes. Others are narrative-driven, closer to an ongoing novel in the creator’s head, with recurring characters who age and develop. Still others are more systemic, resembling simulations: a child might invent a sport with complete rules, season schedules, and statistical records for imaginary players.
What they share is persistence. A paracosm is not a one-off game of pretend. Creators return to the same world over weeks, months, or years, often adding complexity over time. The world develops its own internal logic, and its creator typically feels bound by that logic. If you decided last year that your imaginary continent has no oceans, you do not casually add one now; you find a way to make the new idea consistent with what came before. This self-imposed rule-following is one of the features that distinguishes paracosms from looser forms of fantasy play.
Many paracosm creators keep physical artifacts: hand-drawn maps, notebooks full of invented languages, family trees of fictional dynasties, or newspapers written for imaginary cities. These artifacts can be elaborate, and they sometimes persist long after the creator has stopped actively visiting the world. The Brontë siblings’ juvenilia, for instance, survives as thousands of pages of tiny, densely written manuscripts that document two parallel imaginary civilizations.
The Brontës and Other Famous World-Builders
Charlotte, Branwell, Emily, and Anne Brontë are probably the most studied paracosm creators in literary history. As children, they invented two interconnected worlds: Glass Town (later Angria), which Charlotte and Branwell elaborated, and Gondal, which Emily and Anne maintained. These were not simple childhood games; the children produced novellas, poems, histories, and maps for their worlds over more than a decade. Scholars have examined Charlotte Brontë’s Glass Town and Angrian narratives as a form of paracosmic counterworld that both distorted and mirrored aspects of her real life, functioning neither as straightforward autobiography nor as pure escapist fantasy but as something in between.4Journal of Juvenilia Studies. A New Approach to Autobiography and Juvenilia: Re-Examining Charlotte Brontë’s Assumption of Power in her Paracosmic Counterworld
The Brontës are hardly alone. C.S. Lewis and his brother Warnie invented the land of Boxen as children, complete with talking animals and parliamentary debates. Tolkien’s Middle-earth, while most famous as the setting for published novels, began as a private language-building exercise and expanded into a world over decades. The composer and polymath Hildegard of Bingen invented a language (Lingua Ignota) with its own alphabet, which some scholars consider part of a broader imaginative world. More recently, the artist Henry Darger spent decades creating a 15,000-page illustrated epic set in a paracosm called the Realms of the Unreal. What these examples share is that the private world preceded and, in many cases, fueled the public creative output.
Paracosms and Creativity
There is a persistent intuition that children who build imaginary worlds grow up to be more creative adults, and the research broadly supports it, though with some interesting wrinkles. A study comparing MacArthur Fellows and other high-achieving individuals found that the incidence of childhood worldplay among the Fellows was roughly twice that among comparison groups of students, whether the researchers used strict or relaxed criteria to define what counted as worldplay.5Creativity Research Journal. Imaginary Worldplay in Childhood and Maturity and Its Impact on Adult Creativity The implication is not that every paracosm creator becomes a genius, but that the habit of sustained world-building in childhood appears disproportionately in the biographies of people who go on to do highly creative work.
At the same time, paracosm creators in childhood do not simply outperform their peers on every measure of cognitive ability. The same studies of eight- to twelve-year-olds that established the roughly 17% prevalence rate also found that children with paracosms did not differ from their peers in verbal comprehension, divergent thinking, or working memory.6PubMed. Paracosms: The Imaginary Worlds of Middle Childhood Where they did stand out was on a storytelling task, where they scored higher in creativity, and on a measure of inhibitory control, where they actually performed worse. In plain terms, paracosm creators were better at generating rich, original narratives, but they had a harder time suppressing irrelevant information or impulses.
That combination is worth sitting with. It suggests that the cognitive profile of a paracosm creator is not “generally smarter” or “more gifted” but something more specific: a mind that is unusually generative and has a lower threshold for filtering out stray ideas. Whether that lower inhibitory control is a cause of the world-building (the child cannot easily suppress the flood of invented detail) or a consequence (years of indulging in elaborate fantasy weaken the habit of suppression) is not settled. It may be both, feeding each other in a loop.
How Paracosms Differ from Imaginary Friends
Most parents and teachers are familiar with imaginary companions: the invisible friend a four-year-old talks to at the dinner table. Paracosms overlap with imaginary friends in the broad category of “childhood fantasy,” but the two phenomena are structurally quite different. An imaginary companion is typically a single character (a person, animal, or creature) who interacts with the child in the real world. A paracosm is a whole setting, often with dozens of characters, institutions, geographies, and rules. The child does not invite the world to the dinner table; the child mentally travels to the world.
Imaginary companions tend to appear earlier, usually between ages two and seven, and most children abandon them by school age. Paracosms tend to emerge a bit later and last longer. They also require a different kind of cognitive effort: maintaining a companion demands social imagination (what would this character say?), while maintaining a world demands systems thinking (how does this society function?). Both are healthy expressions of imagination, and some children have both at the same time, but they exercise different mental muscles.
Another difference is visibility. Imaginary friends are hard to hide, because the child interacts with them in front of other people. Paracosms, by contrast, are often entirely internal. A child might spend years elaborating a private world without anyone in their life knowing it exists. This secrecy is part of why paracosms were so late to attract research attention: if the child does not tell you about it, and you do not stumble across their notebooks, you will never know.
Adult Paracosms
Paracosms are usually framed as a childhood phenomenon, but many creators continue their worlds well into adulthood. Some keep the same world they started as children, revisiting it occasionally or refining its details. Others start fresh, building new worlds in their twenties or thirties, sometimes as part of creative work (worldbuilding for a novel, a tabletop game, a comic series) and sometimes purely for private pleasure.
The line between an adult paracosm and a professional creative project is genuinely blurry. When Tolkien spent decades refining the languages and histories of Middle-earth in his private notebooks, was he working on The Lord of the Rings or maintaining a paracosm? Both, really. The same is true of many science-fiction and fantasy authors, game designers, and even some architects and urban planners who maintain elaborate imaginary cities or civilizations alongside their professional work. The key difference from childhood paracosms is that adult creators are typically more self-aware about the activity: they know what they are doing, they may regard it as practice or recreation, and they usually do not feel any anxiety about it.
But not all adult paracosm creators are professional artists. Some people maintain private worlds purely as a mental habit, a place they visit before falling asleep or during boring commutes. The scale of the online communities organized around “worldbuilding” and “immersive daydreaming” suggests this is far from rare. These communities share maps, languages, political systems, and timelines for worlds that will never become published novels or games. For these creators, the paracosm itself is the point.
When Should a Paracosm Concern You?
For the vast majority of children and adults, maintaining an imaginary world is a healthy and often enriching activity. It exercises narrative thinking, systems reasoning, and long-term planning. The research consistently shows that paracosm creators are not less well-adjusted than their peers; if anything, they tend to show higher creativity on certain measures.7PubMed. Paracosms: The Imaginary Worlds of Middle Childhood
That said, there are situations where intensive retreat into an imaginary world can become a concern. The most obvious is when the world-building displaces real-world functioning: a child who cannot engage with schoolwork or friendships because they are compulsively retreating into their paracosm, or an adult whose fantasy life is crowding out work and relationships. This pattern is sometimes discussed under the label “maladaptive daydreaming,” a concept developed by the psychologist Eli Somer. Maladaptive daydreaming is not a formal psychiatric diagnosis, but it describes a pattern in which vivid, immersive fantasy becomes compulsive and interferes with daily life. Not all maladaptive daydreamers have paracosms, and not all paracosm creators daydream maladaptively, but the two phenomena can overlap.
Some clinical theorists have also explored the idea that paracosmic fantasy can intensify under conditions of chronic relational trauma, as the mind builds an elaborate internal refuge from a painful external reality. In this framing, the paracosm itself is not the problem; it is the rigidity and compulsiveness of the retreat that signals distress. A child who visits an imaginary world for fun and can leave it easily is in a very different situation from a child who clings to an imaginary world because real life feels unsafe. The former is play; the latter is a coping strategy that may need support.
The Wider Trend Toward Imaginary Worlds in Culture
Whether or not more individuals are creating private paracosms today than a century ago, there is solid evidence that imaginary worlds have become dramatically more prominent in shared culture. A large-scale analysis of hundreds of literary texts spanning from antiquity to the twentieth century found that the proportion of works set in imaginary worlds rose from below 10% in early historical records to over 30% in recent decades, with a pronounced increase after the industrial revolution.8Nature. Charting the rise of imaginary worlds in history The same study tracked cinema from its inception and found a consistent, statistically significant rise in films depicting imaginary worlds over the past century.
This trend has likely created a more hospitable environment for individual paracosm creators. When fantasy and science fiction were marginal literary genres, a child inventing a private world might have felt odd or isolated. Now, entire franchises, fan communities, and industries are built around collectively elaborated fictional worlds. The Marvel Cinematic Universe, the Star Wars expanded universe, and the sprawling lore of franchises like The Elder Scrolls or Dungeons & Dragons all represent something like communal paracosms: imaginary settings with persistent rules, evolving histories, and communities of people who care intensely about internal consistency.
The cultural shift matters because it normalizes the underlying cognitive habit. A twelve-year-old drawing maps of an invented country in 1955 was doing something unusual and probably private. A twelve-year-old doing the same thing today has Minecraft, collaborative worldbuilding wikis, and entire subreddits full of people doing the same thing. The imaginative activity itself may not have changed, but its social context has transformed from secretive eccentricity to recognized hobby. Whether this environment produces more paracosm creators or simply makes existing ones more visible is an open question, but the cultural appetite for elaborately imagined other worlds shows no sign of slowing down.
Paracosms and Neurodivergence
Anecdotally, paracosm creation appears to be especially common among people with ADHD, autism, and high sensitivity. The research here is thinner than you might hope, but some threads are suggestive. The finding that paracosm creators in middle childhood showed weaker inhibitory control is at least consistent with the ADHD profile, where difficulty filtering irrelevant stimuli and a tendency toward hyperfocus coexist.9PubMed. Paracosms: The Imaginary Worlds of Middle Childhood A mind that has trouble shutting out stray ideas may also be a mind that naturally generates rich, detailed alternative realities.
Among autistic individuals, the connection is different in flavor. Autistic people often display intense, sustained interests and a drive toward systematizing: building complete, internally consistent frameworks for understanding a domain. A paracosm is, in many ways, the ultimate systematizing project. It demands exactly the kind of detail-oriented, rule-bound, long-term elaboration that many autistic minds are drawn to. Some autistic adults describe their paracosms not as escapism but as a deeply satisfying form of intellectual play, one that exercises their strongest cognitive tendencies in a domain where there is no external pressure to perform.
None of this means paracosms are a symptom of any condition. They are not. But the overlap between the cognitive profiles associated with paracosm creation and the cognitive profiles associated with certain kinds of neurodivergence is real and probably not coincidental. As research into both areas matures, the connections between imaginative world-building and the broader landscape of how minds differ will likely become clearer.

