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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Détails bibliographiques
Auteur principal: Sanders, Johnathan (Auteur)
Type de support: Électronique Article
Langue:Anglais
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Publié: 2021
Dans: Gamevironments
Année: 2021, Volume: 14, Pages: 198-220
Sujets / Chaînes de mots-clés standardisés:B The legend of Zelda (Jeux d'aventure (jeux vidéo)) / Héroïne / Spiritualité / Religion / Rite / Spielwissenschaft
RelBib Classification:AD Sociologie des religions
BN Shintoïsme
KBM Asie
ZG Sociologie des médias; médias numériques; Sciences de l'information et de la communication
Sujets non-standardisés: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
Accès en ligne: Volltext (lizenzpflichtig)
Description
Résumé: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
Contient:Enthalten in: Gamevironments
Persistent identifiers:DOI: 10.26092/ELIB/923