To give an impression of geofiction, I have taken the following text literally from the website of the Dutch Geofiction Society of which I am currently the chairman:
"Geofiction is fictional geography: the invention and development of a 'geo', a fictitious geographical unity. That can be a country, a city, a region, a planet, a planetary realm; it does not matter. The Society for Geofiction gives geofiction hobbyists the opportunity to exchange ideas about these fictional areas ('geos') with others. Usually they are countries. With a fictional country you can do everything, such as:
* make things like cards, flags, money, stamps, drinks, art objects and scale models;
* design or elaborate on everything, such as languages, transport systems, music, political systems, culture and rituals;
* write or tell stories that play in the area;
* role plays and plays;
* use as a learning tool in, for example, education (geography) or diplomacy.
There is also the possibility of interaction between fictitious countries, and thus between the creators of those countries. That is one of the nicest aspects of geofiction: the GvG brings geoficticians together, for example by organizing meetings.
The imagined world
For ancient geographers, a great fantasy was indispensable to describe unknown regions. For example, they went out of the world as a disc of land in a sea where you could fall if you went far enough out to sea. And medieval cartographers filled unfamiliar parts of the earth with strange, self-invented peoples. Meanwhile, the earth is a carefully mapped planet. Virtually every place has now been explored, described and photographed. Fiction has no place in geography - or is it?
The fanciful movement has also been moved from the earlier 'science' to the current literature. Well-known creators of imagined worlds are Thomas Moore (Utopia), Jonathan Swift (Gullivers Travels), L. Caroll (Alice in Wonderland), J.R.R. Tolkien (The Lord of the Rings), Frank Herbert (Dune), Isaac Asimov (the Steel Caves and the Bare Sun, the Foundation) and Jack Vance (Durdane, Tschai and many other worlds). Also for television and film, worlds are invented on the assembly line, especially for science fiction (Star Wars, Star Trek, Alien, Batman, Babylon 5, Doctor Who, Blakes7, Space: 1999, Raumschiff Orion). There are countless possibilities on the internet to participate in interactive worlds, such as 'multi-user dungeons' and the network versions of computer games.
Most of these worlds are not only exciting, relaxing or fun, but they can also hold up a mirror to our own society or serve as a means of looking at 'how our society would have been if ...' ".