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dc.contributor.authorMangeloja, Esa
dc.date.accessioned2024-05-22T05:03:45Z
dc.date.available2024-05-22T05:03:45Z
dc.date.issued2024
dc.identifier.citationMangeloja, E. (2024). Hylianismin Narratiivit ja Kaupallinen Semiotiikka. <i>Electronic Journal of Business Ethics and Organization Studies</i>, <i>29</i>(1), 31-39. <a href="http://ejbo.jyu.fi/pdf/ejbo_vol29_no1_pages_31-39.pdf" target="_blank">http://ejbo.jyu.fi/pdf/ejbo_vol29_no1_pages_31-39.pdf</a>
dc.identifier.otherCONVID_213716051
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/95030
dc.description.abstractThe Legend of Zelda video game series demonstrates intriguing developments in storytelling and its relationship with the utilization of religious themes. As the series progresses, it incorporates elements from various religious traditions, including Judeo-Christian symbolism, Hinduism, Buddhism, and Islam. The strong presence of nature-based religions and Eastern philosophies remains a significant thematic element throughout the series, contributing to its narrative and global popularity. Contemporary media fosters religious syncretism within society. It can be assumed that the religious diversity in Zelda games promotes players' openness to different religious perspectives and accepting attitudes toward syncretism. The convergence of social media and games may also lead to the development of individual religious beliefs that may no longer adhere strictly to traditional religious teachings. Among Zelda players, an increase in religious openness and the acceptance of combining and adapting various religious views can be expected. However, it is unlikely that the Legend of Zelda series carries a significant religious agenda. While it may enhance players' syncretistic attitudes and general religious tolerance, the main character “Link” is unlikely to transform players into committed religious actors, especially not in the context of Christianity. In contrast, "The Pilgrim's Progress: The Video Game" explicitly aims for religious education. This study suggests that the religious references in the Legend of Zelda series primarily serve the purpose of maximizing the game's commercial success. The religiosity in these games should be interpreted as a commercial addition, especially when compared to a game like "The Pilgrim's Progress: The Video Game," where Christianity plays a more central and meaningful role. The Legend of Zelda games utilize religious imagery as a ritualistic element primarily to ensure the commercial success of the series. The article employs theoretical tools from the narrative analysis and economic studies. The narrative and development of the Zelda series are fundamentally driven by economic objectives. The explicit symbols, such as the crucifix, reincarnation, and the trinity, reflect a broader sociological and societal context. In essence, the religious references in the Zelda series should be understood as an attempt to maximize the commercial success of the video game.en
dc.format.mimetypeapplication/pdf
dc.language.isofin
dc.publisherJyväskylän yliopisto
dc.relation.ispartofseriesEJBO - Electronic Journal of Business Ethics and Organization Studies
dc.relation.urihttp://ejbo.jyu.fi/pdf/ejbo_vol29_no1_pages_31-39.pdf
dc.rightsIn Copyright
dc.subject.othercommercial semiotics
dc.subject.othernarrative analysis
dc.subject.othervideo games
dc.subject.otherZelda
dc.titleHylianismin Narratiivit ja Kaupallinen Semiotiikka
dc.typeresearch article
dc.identifier.urnURN:NBN:fi:jyu-202405223794
dc.contributor.laitosKauppakorkeakoulufi
dc.contributor.laitosSchool of Business and Economicsen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.format.pagerange31-39
dc.relation.issn1239-2685
dc.relation.numberinseries1
dc.relation.volume29
dc.type.versionpublishedVersion
dc.rights.copyright© Business and Organization Ethics Network (BON), 2024
dc.rights.accesslevelopenAccess
dc.type.publicationarticle
dc.subject.ysonarratiivinen tutkimus
dc.subject.ysosemiotiikka
dc.subject.ysovideopelit
dc.subject.ysouskontososiologia
dc.subject.ysomediakulttuuri
dc.subject.ysopelitutkimus
dc.subject.ysokaupallisuus
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p22220
jyx.subject.urihttp://www.yso.fi/onto/yso/p3603
jyx.subject.urihttp://www.yso.fi/onto/yso/p17281
jyx.subject.urihttp://www.yso.fi/onto/yso/p16170
jyx.subject.urihttp://www.yso.fi/onto/yso/p15592
jyx.subject.urihttp://www.yso.fi/onto/yso/p21187
jyx.subject.urihttp://www.yso.fi/onto/yso/p9840
dc.rights.urlhttps://rightsstatements.org/page/InC/1.0/
dc.type.okmA1


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