Academic literature on the topic 'Legend of Zelda'
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Journal articles on the topic "Legend of Zelda"
Rone, Vincent. "History and Reception in the Music of The Legend of Zelda Peritexts." Journal of Sound and Music in Games 1, no. 2 (2020): 44–67. http://dx.doi.org/10.1525/jsmg.2020.1.2.44.
Full textBradford, Wesley J. "Exploring the Narrative Implications of Emerging Topics in The Legend of Zelda." Journal of Sound and Music in Games 1, no. 4 (2020): 1–21. http://dx.doi.org/10.1525/jsmg.2020.1.4.1.
Full textFouto, Rafael Silva, and Daniel Serravalle de Sá. "Majora’s Mask (2000): eco-horror in The Legend Of Zelda." Antares: letras e humanidades 12, no. 28 (December 23, 2020): 144–66. http://dx.doi.org/10.18226/19844921.v12.n28.08.
Full textMartins, Dayse Marinho, and João Batista Bottentuit Junior. "A GAMIFICAÇÃO NO ENSINO DE HISTÓRIA: O JOGO “LEGEND OF ZELDA” NA ABORDAGEM SOBRE MEDIEVALISMO." HOLOS 7 (November 12, 2016): 299. http://dx.doi.org/10.15628/holos.2016.1978.
Full textOliveira, Arthur Carlos Franco, and Hertz Wendel De Camargo. "The hero of time: a propagação de conteúdos míticos em The legend of Zelda: ocarina of time // The hero of time: the propagation of mythic content in The legend of Zelda: ocarina of time." Contemporânea Revista de Comunicação e Cultura 18, no. 1 (September 29, 2020): 89. http://dx.doi.org/10.9771/contemporanea.v18i1.30610.
Full textMarques, A. A., D. M. Martins, N. M. Silva, and J. B. Bottentuit Junior. "The Legend of Zelda: Jogos Eletrônicos e Intervenções Pedagógicas na Abordagem sobre Medievalismo." Revista Hipertexto 4, no. 3 (December 30, 2014): 21–52. http://dx.doi.org/10.18249/2236-515x/hipertexto.v4n3p21-52.
Full textMckeown, Conor. "Book Review: Shigeru Miyamoto: Super Mario Bros., Donkey Kong, The Legend of Zelda." Cultural Sociology 10, no. 4 (November 17, 2016): 544–45. http://dx.doi.org/10.1177/1749975516672371d.
Full textStang, Sarah M. "(Re-)Balancing the Triforce: Gender Representation and Androgynous Masculinity in the Legend of Zelda Series." Human Technology 15, no. 3 (November 29, 2019): 367–89. http://dx.doi.org/10.17011/ht/urn.201911265025.
Full textPugh, Tison. "The Queer Narrativity of the Hero's Journey in Nintendo's The Legend of Zelda Video Games." Journal of Narrative Theory 48, no. 2 (2018): 225–51. http://dx.doi.org/10.1353/jnt.2018.0009.
Full textMcClelland, Mike. "The Legendary Creativity of Hayao Miyazaki and Shigeru Miyamoto as a Product of Metacognitive Awareness, Family, and Environment." Journal of Genius and Eminence 4, no. 2020.01 (2020): 15–21. http://dx.doi.org/10.18536/jge.2020.01.02.
Full textDissertations / Theses on the topic "Legend of Zelda"
Larsson, Olof. "Spel och lärande : Hur den nya spelaren möter“The Legend of Zelda: Ocarina of Time”." Thesis, Konstfack, IBIS - Institutionen för bild- och slöjdpedagogik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-7157.
Full textTeetsel, Sarah M. "Musical Memory of the Player, Characters, and World of The Legend of Zelda Video Game Series." Bowling Green State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1431710749.
Full textLind, William. "Svaga och hjälplösa kvinnor i Huryle : En kvalitativ studie om framställningen av kvinnor i spelserien The Legend of Zelda." Thesis, Högskolan för lärande och kommunikation, Jönköping University, HLK, Medie- och kommunikationsvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-48234.
Full textEven tough the game industry is one of the fastest growing markets it´s still critized for being sexist and dominated by men. Previous research, about gender in video games, has shown that a majority of game developers are men, and due to that alot of the games are created to please men. Research also show that women are rarely portrayed and in the instances they are, they are often described as helpless and weak. The studys prior to this one are focused on games that are marketed for an adult audience but very few enlighten gender in games made for children. Therefor this study are focused on the portraying of women in the video games series, The Legend of Zelda, wich is a game targeted to children. With the use of a semiotic method women in the game serie have been looked upon, to answer the question with the help of various gender theorys. This study also tries to answer if the portraitation has change over a time period. The study shows that the game serie almost every time portray women, and their bodies, in a stereotypical way. The analysis also show that the games are made for a male audience, and therefor falls into the theory of The male gaze. Furthermore the portrating of women has changed over time but it´s still a long way to go until the stereotyped woman is no longer a part of The Legend of Zelda.
Brown, Paul. "The Legend of Zelda and Abraham Maslow's Theory of Needs : a social-psychological study of the computer game and its players." Thesis, University of Manchester, 2012. https://www.research.manchester.ac.uk/portal/en/theses/the-legend-of-zelda-and-abraham-maslows-theory-of-needs-a-socialpsychological-study-of-the-computer-game-and-its-players(cefc6b8c-f23b-4ed6-8980-bc9495f29936).html.
Full textGrandjean, Guillaume. "Le langage du level design : analyse communicationnelle des structures et instances de médiation spatiales dans la série The Legend of Zelda (1986-2017)." Electronic Thesis or Diss., Université de Lorraine, 2020. http://www.theses.fr/2020LORR0143.
Full textThe aim of this work is the study of the constructed and represented spaces of video games. By testing the hypothesis of a form of “language” of level design, we shed light on the structural aspect of video game space, identifiable from one game to another within a “shared grammar”, but also its communicative value, as an instance of mediation between the game and the player. From a precise and detailed analysis of the way space is constructed and evolves in the series The Legend of Zelda (1986-2017), we formalize, classify and prioritize the different structures that make the repertoire of video game spatiality; then we highlight the mediation strategies implemented by games to facilitate the decoding of navigational information. We end up painting a diachronic portrait of the way this language is transformed, in particular concerning the question of navigation control, by mobilizing the notion-tool of “critical path” and its implications in a formal and communicative history of video games
Matuszkiewicz, Kai [Verfasser], Claudia [Akademischer Betreuer] Stockinger, Claudia [Gutachter] Stockinger, Simone [Gutachter] Winko, and Fotis [Gutachter] Jannidis. "Zwischen Interaktion und Narration: : ein Kontinuumsmodell zur Analyse hybrider digitaler Spiele. Modellbildung – Funktionalisierung – Fallbeispiel (The Legend of Zelda: Ocarina of Time). / Kai Matuszkiewicz ; Gutachter: Claudia Stockinger, Simone Winko, Fotis Jannidis ; Betreuer: Claudia Stockinger." Göttingen : Niedersächsische Staats- und Universitätsbibliothek Göttingen, 2018. http://d-nb.info/1163451444/34.
Full textMatuszkiewicz, Kai [Verfasser], Claudia Akademischer Betreuer] Stockinger, Claudia [Gutachter] Stockinger, Simone [Gutachter] Winko, and Fotis [Gutachter] [Jannidis. "Zwischen Interaktion und Narration: : ein Kontinuumsmodell zur Analyse hybrider digitaler Spiele. Modellbildung – Funktionalisierung – Fallbeispiel (The Legend of Zelda: Ocarina of Time). / Kai Matuszkiewicz ; Gutachter: Claudia Stockinger, Simone Winko, Fotis Jannidis ; Betreuer: Claudia Stockinger." Göttingen : Niedersächsische Staats- und Universitätsbibliothek Göttingen, 2018. http://nbn-resolving.de/urn:nbn:de:gbv:7-11858/00-1735-0000-002E-E458-E-2.
Full textWANNEBY, JONATHAN. "Analys av musiken i Ocarina of Time : En studie i att lära sig musikteori med spelmusik." Thesis, Kungl. Musikhögskolan, Institutionen för musik, pedagogik och samhälle, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kmh:diva-2900.
Full textSchmidt, Marcus. "Gotta go fast: Measured rationalities and rational measurements in the context of speedrunning." Thesis, Örebro universitet, Institutionen för humaniora, utbildnings- och samhällsvetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-67588.
Full textMatuszkiewicz, Kai. "Zwischen Interaktion und Narration:." Doctoral thesis, 2017. http://hdl.handle.net/11858/00-1735-0000-002E-E458-E.
Full textBooks on the topic "Legend of Zelda"
Himekawa, Akira. The legend of Zelda: Twilight Princess. Edited by Werry John (Translator), Stan! 1964-, Waldinger Evan, and VIZ Media. San Francisco, CA: Viz Media, 2017.
Find full textMontesa, Mike, ed. The Legend of Zelda: Majora's Mask. San Francisco, CA: Viz Media, LLC., 2009.
Find full textHimekawa, Akira. The legend of Zelda: Four swords. San Francisco, CA: VIZ Media, 2009.
Find full textHimekawa, Akira. The legend of Zelda: Four swords. San Francisco, CA: VIZ Media, 2009.
Find full textHimekawa, Akira. The legend of Zelda: Twilight princess. Edited by Werry John (Translator), Stan! 1964-, Waldinger Evan, and VIZ Media. San Francisco, California: Viz Media, 2017.
Find full textHarris, Jack C. The legend of Zelda: Molblin's magic spear. Racine, Wis: Western Pub. Co., 1989.
Find full textHimekawa, Akira. The legend of Zelda: The phantom hourglass. San Francisco: VIZ Media, 2010.
Find full textBook chapters on the topic "Legend of Zelda"
Barton, Matt. "The Legend of Zelda: A Link to the Future." In Vintage Games 2.0, 144–49. Boca Raton, FL ; London ; New York : Taylor & Francis, 2017.| Includes bibliographical references and index.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9780429280542-22.
Full textMiller, Benjamin. "Metaphor, Writer’s Block, and The Legend of Zelda: A Link to the Writing Process." In Rhetoric/Composition/Play through Video Games, 99–111. New York: Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137307675_8.
Full textHemmann, Kathryn. "Link Is Not Silent: Queer Disability Positivity in Fan Readings of The Legend of Zelda: Breath of the Wild." In Manga Cultures and the Female Gaze, 125–45. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-18095-9_6.
Full textLoguidice, Bill, and Matt Barton. "The Legend of Zelda (1986)." In Vintage Games, 303–17. Elsevier, 2009. http://dx.doi.org/10.1016/b978-0-240-81146-8.00031-2.
Full text"The Legend of Zelda(1986):RescuingZeldas andUnitingTriforces �������������������������������������." In Vintage Games, 315–30. Routledge, 2012. http://dx.doi.org/10.4324/9780080880136-25.
Full textFox-Lenz, Alicia. "Digital Mythopoeia." In Mythopoeic Narrative in The Legend of Zelda, 17–32. Routledge, 2020. http://dx.doi.org/10.4324/9781003005872-1.
Full textNoimann, Chamutal, and Elliot H. Serkin. "The Hero of Time." In Mythopoeic Narrative in The Legend of Zelda, 171–87. Routledge, 2020. http://dx.doi.org/10.4324/9781003005872-10.
Full textCirilla, Anthony G. "Introduction." In Mythopoeic Narrative in The Legend of Zelda, 1–13. Routledge, 2020. http://dx.doi.org/10.4324/9781003005872-101.
Full textBoffa, David. "Take Away the Sword." In Mythopoeic Narrative in The Legend of Zelda, 188–204. Routledge, 2020. http://dx.doi.org/10.4324/9781003005872-11.
Full textFarca, Gerald, Alexander Lehner, and Victor Navarro-Remesal. "Regenerative Play and the Experience of the Sublime." In Mythopoeic Narrative in The Legend of Zelda, 205–21. Routledge, 2020. http://dx.doi.org/10.4324/9781003005872-12.
Full textConference papers on the topic "Legend of Zelda"
Gutierrez, Jake, and Jacob Schrum. "Generative Adversarial Network Rooms in Generative Graph Grammar Dungeons for The Legend of Zelda." In 2020 IEEE Congress on Evolutionary Computation (CEC). IEEE, 2020. http://dx.doi.org/10.1109/cec48606.2020.9185631.
Full textde Castell, Suzanne, Emily Flynn-Jones, Jennifer Jenson, and Kelly Bergstrom. "Learning Links: A study of narrative learning through games with The Legend of Zelda: Windwaker." In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2017. http://dx.doi.org/10.24251/hicss.2017.245.
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