Academic literature on the topic 'Legend of Zelda'

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Journal articles on the topic "Legend of Zelda"

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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.

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This article argues that the music of opening peritexts within two The Legend of Zelda games reflects their reception history and continuity within the series mythology. On the one hand, “The Legendary Hero” peritext of The Wind Waker mirrors the game's reception history as one of departure from a Zelda tradition established by Ocarina of Time, which caused controversy initially yet gained acceptance in the long term. The audiovisual components of “The Legendary Hero” all position gamers to consider the events of Ocarina of Time as old, submerged under the Great Sea. Textual references to “legend” and “myth,” visual cues of antique art and runes, and musical cues harkening to medieval, Renaissance, and Baroque tropes within Western music—all these serve to depart from Zelda tropes. On the other hand, the title-screen peritext of Twilight Princess restores the legacy of Ocarina of Time. Reception of the former always includes its nostalgic, intimately connected relationship to the latter. Consequently, Twilight Princess garnered immediate praise but became problematic in the long term. The audiovisual components of the title-screen peritext position gamers to reestablish continuity with Zelda tropes. Visual and musical cues reach across several previous games and as far back as the original The Legend of Zelda game, all of which orient players back to traditions from which the franchise had departed for years. Thus the music of the peritext enables players to engage in Zelda's potential for self-reference more apparently than its adoption of Western-music tropes, as in Wind Waker. The peritexts of Wind Waker and Twilight Princess complement each other and allow us to understand more critically the reception and historiography of each game, how the music can reveal a deeper understanding of narrative themes characteristic of each game, and their placement within the Zelda mythology.
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Bradford, 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.

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The musical palette and gameplay format of The Legend of Zelda: Breath of the Wild is significantly different from earlier games in the Legend of Zelda series. The unique narrative organization of this game interacts with the different musical style to suggest a new mode of storytelling within the franchise. This article examines the narrative structure of Breath of the Wild, then groups various contrasting musical elements into emerging topics that are key elements within the game’s narrative structure. In particular, the mechanistic topic is tied to ancient technology, while a contrasting nature topic denotes the living creatures of the gameworld. These topical cues give players important information about their in-game surroundings by linking locations, characters, and events through a completely player-driven narrative discourse.
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Fouto, 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.

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Martins, 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.

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Estudo sobre a utilização metodológica de tecnologias no ensino de História. Com base nas contribuições da Nova História, os jogos eletrônicos são apresentados enquanto recursos psicopedagógicos por representarem situações-problema na compreensão dos conteúdos de forma contextualizada, crítica e globalizante propiciando uma formação para o sujeito histórico, não apenas conteudista e essencialmente conceitual. O trabalho contempla uma pesquisa de cunho qualitativo, focada na análise do jogo The Legend of Zelda: Ocarina of the time. A abordagem enfoca a análise do conteúdo imagético do game a partir de pressupostos da semiótica, análise do discurso e da relação entre História e Literatura. Com isso, busca apresentar elementos do imaginário medieval presentes no jogo eletrônico que possam ser utilizados na transposição didática do conhecimento histórico referente a esse período nas aulas de História. O estudo mostra que os games podem contribuir para uma intervenção psicopedagógica na abordagem sobre medievalismo no Ensino Fundamental. O jogo The Legend of Zelda: Ocarina of the time evidenciou elementos que aproximam o aluno do medievo: um contexto histórico distante da contemporaneidade. Com isso, representa um importante mecanismo para o ensino de história mediando a relação ensino-aprendizagem numa perspectiva significativa e problematizante.
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Oliveira, 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.

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Analisando os arranjos narrativos das produções midiáticas atuais, é possível perceber que os mitos ainda se constituem como parte essencial de sua diegese e do imaginário coletivo. Partindo disso, esse artigo busca compreender como se dão a utilização de estruturas míticas na construção da narrativa e do universo do jogo The Legend of Zelda: Ocarina of Time. Através de uma análise exploratória da estrutura diegética do jogo, foi possível concluir que a franquia agrega estruturas míticas referentes à criação do Universo e à Jornada do Herói para criar sua própria mitologia, atualizando e perpetuando conceitos culturais e arquetípicos presentes no domínio do simbólico.
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Marques, 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.

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Mckeown, 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.

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Stang, 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.

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Pugh, 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.

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McClelland, 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.

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This article compares two eminent programmers, Shigeru Miyamoto and Hayao Miyazaki, and their respective works, the video game The Legend of Zelda: The Ocarina of Time and the film Princess Mononoke. It discusses their creativity in the context of their above-average access and opportunity to metacognitive skill development, ideation, production, and influence in relation to methods recommended in the research on creativity and genius. This article also looks at how their individual creativity was nurtured by family and scholarship, influenced by birth order and parental relationships, and enhanced by their geographic location and work place. The article concludes that all of these factors combined to allow Miyamoto and Miyazaki to reach legendary levels of creativity, with remarkable similarity to one another.
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Dissertations / Theses on the topic "Legend of Zelda"

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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.

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TV- och datorspel är ett medium som intresserat mig under hela mitt liv. Spelindustrinomsätter mer pengar än både filmindustrin och musikindustrin, och engagerar människorsuppmärksamhet till en grad som en lärare lätt avundas. Inuti spelen såväl som ikring demförmedlas kunskaper och färdigheter. Detta inkluderar färdigheten att spela spelet i sig, ochkunskaper om spelets regler, karaktärer, berättelser och miljöer. Det kan också inkluderabredare och mer grundläggande mänskliga färdigheter som tolkning av visuella intryck,reaktionsförmåga, hand-öga-koordination och kreativt tänkande. De faktamässiga kunskapersom tränas genom spel tycks kunna innefatta vad än spelet väljer att behandla som tema.Spel och deras design har intressanta likheter med skoluppgifter. Ett spel och en praktiskskoluppgift ämnar båda att låta en användare (spelaren respektive eleven) utföra vissahandlingar enligt vissa regler, med vissa verktyg och inom vissa ramar, i syfte att användarendärefter ska ha förbättrat sin färdighet i att spela spelet respektive att genomföra det praktiskaarbetet inom skolämnet.I spelens fall sker detta lärande oftast under spelarens fritid och med full entusiasm, medanskolan i de flesta fall uppfattas som en sorts nödvändigt ont. Jag förutsätter att detförhållandet till viss del är oundvikligt med tanke på de förutsättningar som spelen respektiveskolan underordnar sig. Till exempel måste skolan förbereda eleven för en oändligt komplexverklighet medan spelen kan skala av onödig komplexitet för att skapa en strömlinjeformatunderhållande upplevelse. Men Jag förutsätter också att spelen innehåller exempel pålärandestrategier som skolvärlden till fördel kan använda sig av. I detta arbete vill Jagidentifiera och analysera dessa strategier i syfte att informera min - såväl som andras -framtida praktik som lärare.
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Teetsel, 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.

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Lind, 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.

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Spelbranschen är en av de snabbast växande marknader men den är också kritiserad för att vara mansdominerad och sexistisk. Tidigare forskning om genus inom spel, visar att en majoritet av spelutvecklare är män och en effekt av detta är att spelen många gånger är gjorda för just män. Forskningen visar också att kvinnor är underrepresenterade i spelen och när de är med framställs de ofta som hjälplösa och svaga. Den forskning som är gjord kollar nästan uteslutande på spel som riktar sig mot en vuxen publik, men väldigt få studier har gjorts om genus i spel som är riktade mot barn. Därför undersöker denna studie hurvida kvinnliga karaktärer framställs i spelserien The Legend of Zelda, som är riktad mot barn. Genom att göra en semiotisk bildanalys har kvinnliga karaktärer i spelet analyserats. Analysen har gjorts med teorier som berör stereotyper, kroppslig mångald och The male gaze. Studien har även undersökt om hurvida framställningen förändrats över tid. Resultatet visar att spelserien nästan uteslutande framställer kvinnor, och deras kroppar, på ett stereotypsitk sätt. Analysen visar även att spelserien är riktad mot män och faller inom ramen för The male gaze. Analysen visar dock att framställningen av kvinnor har föränmdrats över tid, men att det fortfarande är en bit kvar innan de stereotypiska porträtteringarna inte längre en del av The Legend of Zelda.
Even 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.
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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.

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This thesis is concerned with the prosocial effects and social psychological pleasures of computer game play. It argues that much of the research on this area has focused on the search for negative effects, ignoring possibilities of the positive. Based on both email and face to face interviews with players of Nintendo’s The Legend of Zelda: Ocarina of Time, the thesis considers their testimony alongside Abraham Maslow’s Hierarchy of Needs to reveal numerous benefits that engagement with the computer game may bring. These benefits include not only the prosocial - the strengthening of relationships within families and between friends - but also the more deeply psychological, helping to satisfy needs for development and growth. The thesis argues that such findings not only reveal a great deal about those studied but are also suggestive in relation to the wider computer game audience. Furthermore, such findings draw attention to the fact that if the computer game - a cultural form becoming ever more ubiquitous - is to be understood in its entirety, then there is a need for further research on its prosocial and positive psychological effects. Finally, the thesis critically demonstrates the value of Maslow’s theory for Computer Game Studies and offers a methodology through which future research may be undertaken.
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Grandjean, 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.

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L’objet de ce travail est l’étude des spatialités construites et représentées dans le jeu vidéo. En testant l’hypothèse d’une forme de « langage » du level design, nous mettons en lumière le caractère structurel de l’espace vidéoludique, identifiable d’un jeu sur l’autre au sein d’une « grammaire partagée », mais également sa valeur communicationnelle, comme instance de médiation entre le jeu et le joueur ou la joueuse. À partir d’une analyse précise et détaillée de la manière dont l’espace se construit et évolue dans la série The Legend of Zelda (1986- 2017), nous formalisons, classons et hiérarchisons les différentes structures qui forment le répertoire de la spatialité vidéoludique, puis nous mettons en évidence les stratégies de médiation mises en place par les jeux pour faciliter le décodage de l’information navigatoire. Nous terminons en brossant un portrait diachronique de la façon dont ce langage se transforme, en particulier concernant la question du contrôle de la navigation, en mobilisant la notion-outil de « parcours critique » et ses implications dans une histoire formelle et communicationnelle du jeu vidéo
The 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
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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.

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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://nbn-resolving.de/urn:nbn:de:gbv:7-11858/00-1735-0000-002E-E458-E-2.

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WANNEBY, 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.

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Spelserien The Legend of Zelda har funnits sen 1986 och Ocarina of Time är ett spel med mycket musik. Denna musik har analyserats för att ta reda på om det går att förstå musiken utifrån ett musikteoretiskt perspektiv. Vilka tydliga kopplingar och terminologi till musikteori finns det i spelets musik? Genom musikanalys och nottranskription har musiken fått synlig form. Notskrivningsprogram har använts och formen har studerats mot musikteorilitteratur. Resultatet av studien har visat på att musiken i spelet täcker flera områden inom den västerländska musikteorin bland annat olika kyrkotonarter och behandlingen av ledmotiv. I spelmusik finns det styrkor som kan användas i musikundervisning, bland annat att intresset för spel och dess musik kan främja musikinlärandet. Undersökningen visar på tydliga musikteoretiska exempel som i slutändan kan användas i musikundervisning. Detta för att slutligen koppla till elevers sociala sammanhang och lärandesituationer för att öka relevansen i musikundervisningen och förhoppningsvis fungera motiverande hos elever.
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Schmidt, 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.

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This thesis studies the Weberian notion of rationality in the context of speedrunning and the speedrunning community. By contrasting the instrumental rationality of the speedrunning practice with the value-oriented rationality of the community, it crystallizes the difference between "performing the metrics" as an extension of community values and as a function of externally imposed constraints. The former is an expression of autonomy, while the latter an expression of heteronomy. This difference, it is argued, is found in many different areas of society, sometimes in the guise of "audit culture", at other times as an unintended side-effect of established forms of practice. In either case, a return to communal values (e.g. the sociological imagination) is seen as an antidote to becoming an extension of someone else’s metrics; autonomy is not a function of performing to external specifications, but of being able to rationally choose which measurements to use and which to leave aside. Speedrunners, in their endeavor to go fast, express such autonomy, albeit implicitly. By analyzing YouTube videos wherein runners explain their tactics and methods, this thesis endeavors to make this aspect of autonomy ever so slightly more explicit.
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Matuszkiewicz, Kai. "Zwischen Interaktion und Narration:." Doctoral thesis, 2017. http://hdl.handle.net/11858/00-1735-0000-002E-E458-E.

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Books on the topic "Legend of Zelda"

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Himekawa, Akira. The Legend of Zelda Twilight Princess. New York: Viz Media, 2018.

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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.

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Montesa, Mike, ed. The Legend of Zelda: Majora's Mask. San Francisco, CA: Viz Media, LLC., 2009.

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Himekawa, Akira. The legend of Zelda: Four swords. San Francisco, CA: VIZ Media, 2009.

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Himekawa, Akira. The legend of Zelda: Four swords. San Francisco, CA: VIZ Media, 2009.

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Himekawa, 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.

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Harris, Jack C. The legend of Zelda: Molblin's magic spear. Racine, Wis: Western Pub. Co., 1989.

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Himekawa, Akira. The legend of Zelda: The phantom hourglass. San Francisco: VIZ Media, 2010.

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The legend of Zelda, oracle of ages. New York: Scholastic, 2001.

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Rich, Jason. The legend of Zelda: Ocarina of time. San Francisco: Sybex, 1999.

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Book chapters on the topic "Legend of Zelda"

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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.

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Miller, 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.

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Hemmann, 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.

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Loguidice, 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.

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"The Legend of Zelda(1986):RescuingZeldas andUnitingTriforces �������������������������������������." In Vintage Games, 315–30. Routledge, 2012. http://dx.doi.org/10.4324/9780080880136-25.

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Fox-Lenz, Alicia. "Digital Mythopoeia." In Mythopoeic Narrative in The Legend of Zelda, 17–32. Routledge, 2020. http://dx.doi.org/10.4324/9781003005872-1.

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Noimann, 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.

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Cirilla, Anthony G. "Introduction." In Mythopoeic Narrative in The Legend of Zelda, 1–13. Routledge, 2020. http://dx.doi.org/10.4324/9781003005872-101.

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Boffa, 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.

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10

Farca, 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.

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Conference papers on the topic "Legend of Zelda"

1

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.

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2

de 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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