The mythic scope of journey: a comparative assessment concerning the spirit at play and cybernetic shamanism

Video games yield some of the most immersive virtual experiences of mythos today. They render, conceive and engage in a shared heritage of symbols and images drawn from world stories, mythical tropes, creatures, and environments. Thatgamecompany’s Journey has recently emerged as a concise expression...

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Détails bibliographiques
Publié dans:Online - Heidelberg journal of religions on the internet
Auteur principal: Guyker, Robert W. (Auteur)
Type de support: Électronique Article
Langue:Anglais
Vérifier la disponibilité: HBZ Gateway
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Fernleihe:Fernleihe für die Fachinformationsdienste
Publié: Heidelberg University Publishing 2014
Dans: Online - Heidelberg journal of religions on the internet
Sujets non-standardisés:B Shamanism
B Simulation
B video game
B Narrative
B Mythology
B hero’s journey
B Journey
B Motif
Accès en ligne: Volltext (doi)
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Volltext (kostenfrei)

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520 |a Video games yield some of the most immersive virtual experiences of mythos today. They render, conceive and engage in a shared heritage of symbols and images drawn from world stories, mythical tropes, creatures, and environments. Thatgamecompany’s Journey has recently emerged as a concise expression of this impulse to keep myth innovative, and gaming evocative. Working towards unraveling layers of motifs, I will approach Journey as a cybertext and mythic text, drawing on works ranging from philosophical treatises, poetry, sacred narratives and shamanism for comparative analysis. My initial task is to establish the video game as a participatory rendering of the Hero’s Journey, while then breaking the cycle into individual components of motifs, themes and mythemes to parse the discourse of Journey’s exposition. I then argue for Journey’s ongoing engagement with reimagining the gaming experience through a commitment to synergistic immersion in a myth-minded environment. 
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