Holy Ocarina!: Exploring Religion in/of/through The Legend of Zelda Series

Initially a presentation by a panel of scholars at Penny Arcade Expo (PAX East) 2020, the Holy Ocarina! Project is an ongoing collaborative project that aims to act as a resource and an inspiration for those seeking to write about the intersection of The Legend of Zelda series (1987-2017) and religi...

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Bibliographic Details
Published in:Gamevironments
Main Author: Sanders, Johnathan (Author)
Format: Electronic Article
Language:English
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Published: 2021
In: Gamevironments
Standardized Subjects / Keyword chains:B The legend of Zelda (Computer adventure games) / Heroine / Spirituality / Religion / Ritual / Spielwissenschaft
RelBib Classification:AD Sociology of religion; religious policy
BN Shinto
KBM Asia
ZG Media studies; Digital media; Communication studies
Further subjects:B gamevironments
B 200
B Female Protagonist
B Mitsuuroko
B Ritual Objects
B The Legend of Zelda
B Japanese Folklore
B Shinto
B Fan Studies
B Orientalism
B Ritual Space
Online Access: Volltext (lizenzpflichtig)
Description
Summary:Initially a presentation by a panel of scholars at Penny Arcade Expo (PAX East) 2020, the Holy Ocarina! Project is an ongoing collaborative project that aims to act as a resource and an inspiration for those seeking to write about the intersection of The Legend of Zelda series (1987-2017) and religion. At PAX, the panelists conducted an audience-directed discussion surrounding the fictional mythology and apparent religious practices within the narrative worlds of the Zelda series (Religion of Zelda), the influence of real-world religious symbols, stories, and ideologies on the series' plot and mechanics (Religion in Zelda), and the ways in which fan engagement with canonical and non-canonical elements of the series resonates with the practices of religious communities (Zelda as Religion). This research report aims to present an overview of the topics discussed by the panelists before, during, and after the PAX panel; compile many of the academic, ludic, and popular resources on which these discussions were based; and present provocative claims or lines of inquiry that can serve as a foundation for future researchers to pursue.
ISSN:2364-382X
Contains:Enthalten in: Gamevironments
Persistent identifiers:DOI: 10.26092/ELIB/923