Academic literature on the topic 'Legend of Zelda: Ocarina of Time'

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Journal articles on the topic "Legend of Zelda: Ocarina of Time"

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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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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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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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Hut, Rolf, Casper Albers, Sam Illingworth, and Chris Skinner. "Taking a <i>Breath of the Wild</i>: are geoscientists more effective than non-geoscientists in determining whether video game world landscapes are realistic?" Geoscience Communication 2, no. 2 (August 13, 2019): 117–24. http://dx.doi.org/10.5194/gc-2-117-2019.

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Abstract. From the wilderness of Hyrule, the continent of Tamriel, and the geographies of Middle Earth, players of video games are exposed to wondrous, fantastic, but ultimately fake, landscapes. Given the time people may spend in these worlds compared to the time they spend being trained in geoscience, we wondered whether expert geoscientists would differ from non-geoscientists in whether they judge the landscapes in these video games to be “realistic”. Since video games present a great opportunity for tangential learning, it would be a missed opportunity if it turns out that features obviously fake to geoscientists are perceived as plausible by non-geoscientists. To satisfy our curiosity and answer this question, we conducted a survey where we asked people to judge both photos from real landscapes as well as screenshots from the recent The Legend of Zelda: Breath of the Wild video game on how likely they thought the features in the picture were to exist in the real world. Since game world screenshots are easily identified based on their rendered, pixelated nature, we pre-processed all pictures with an artistic “Van Gogh” filter that removed the rendered nature but retained the dominant landscape features. We found that there is a small but significant difference between geoscientists and non-geoscientists, with geoscientists being slightly better at judging which pictures are from the real world versus from the video game world. While significant, the effect is small enough to conclude that fantastical worlds in video games can be used for tangential learning on geoscientific subjects.
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McGowan, Edward G., and Jazmin P. Scarlett. "Volcanoes in video games: the portrayal of volcanoes in commercial off-the-shelf (COTS) video games and their learning potential." Geoscience Communication 4, no. 1 (February 4, 2021): 11–31. http://dx.doi.org/10.5194/gc-4-11-2021.

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Abstract. Volcanoes are a very common staple in mainstream video games. Particularly within the action–adventure genres, entire missions (e.g. Monster Hunter: Generation Ultimate, 2018) or even full storylines (e.g. Spyro: The Reignited Trilogy, 2018) can require players to traverse an active volcano. With modern advancements in video game capabilities and graphics, many of these volcanic regions contain a lot of detail. Most video games nowadays have gameplay times in excess of 50 h. The Legend of Zelda: Breath of the Wild (2017), for example, brags a minimum of 60 h to complete. Therefore, players can spend a substantial amount of time immersed within the detailed graphics and unknowingly learn about volcanic traits while playing. If these details are factually accurate to what is observed in real-world volcanic systems, then video games can prove to be a powerful learning tool. However, inaccurate representations could instil a false understanding in thousands of players worldwide. Therefore, it is important to assess the accuracies of volcanology portrayed in mainstream video games and consider whether they can have an educational impact on the general public playing such games or whether these volcanic details are overlooked by players as they focus solely on the entertainment factor provided. We have therefore reviewed several popular commercial video games that contain volcanic aspects and evaluated how realistic said aspects are when compared to real-world examples. It was found that all the games reviewed had a combination of accurate and inaccurate volcanic features and each would vary from game to game. The visual aesthetics of these features are usually very realistic, including lava, ash fall and lahars. However, the inaccuracies or lack of representation of hazards that come with such features, such as ash-related breathing problems or severe burns from contact with molten lava, could have great negative impacts on a player's understanding of these deadly events. With further investigations assessing the direct impact on the general public, there is an opportunity to correctly assess how to incorporate the use of mainstream video games in educational systems and outreach.
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Amaro, Mariana. "O desmontar da narrativa: As regras e o speendrun em The Legend of Zelda - Ocarina of Time." Temática 13, no. 3 (March 21, 2017). http://dx.doi.org/10.22478/ufpb.1807-8931.2017v13n3.33395.

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O propósito deste artigo é verificar de que forma a partida em speedrunning de The Legend of Zelda: Ocarina of Time (N64) observada no evento Games Done Quick de 2015 (transmitida na plataforma Twitch) modifica e transfigura a estrutura da narrativa do jogo proposta pela Nintendo a partir de um gameplay disruptivo que explora as falhas de programação do jogo para burlar as regras de progressão do game. Os objetos de análise escolhidos são o próprio jogo The Legend of Zelda: Ocarina of Time e o vídeo da partida jogada por ZeldaFreakGlitcha, no evento de transmissão on-line Games Done Quick em modo de speedrunning – um modo de jogo que visa terminar a partida o mais rápido possível.Palavras-chave: Jogo Digital. Gameplay. Narrativa. Speedrun. Regras.
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Gervais, Nicholas. "Harmonic Language in The Legend of Zelda: Ocarina of Time." Nota Bene: Canadian Undergraduate Journal of Musicology 8, no. 1 (July 26, 2015). http://dx.doi.org/10.5206/notabene.v8i1.6599.

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This paper examines the work of Koji Kondo in the 1998 video game The Legend of Zelda: Ocarina of Time. Using a variety of techniques of harmonic analysis, the paper examines the commonalities between teleportation pieces and presents a model to describe their organization. Concepts are drawn from the work of three authors for the harmonic analysis. William Caplin’s substitutions; Daniel Harrison’s fundamental bases; and, Dmitri Tymoczko’s parsimonious voice leading form the basis of the model for categorizing the teleportation pieces. In general, these pieces begin with some form of prolongation (often tonic); proceed to a subdominant function; employ a chromatically altered chord in a quasi-dominant function; and, end with a weakened cadence in the major tonic key. By examining the elements of this model in each piece, this paper explains how the teleportation pieces use unusual harmonic language and progressions while maintaining a coherent identity in the context of the game’s score.
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Banks, John. "Controlling Gameplay." M/C Journal 1, no. 5 (December 1, 1998). http://dx.doi.org/10.5204/mcj.1731.

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Computer and video games are one of the primary uses of personal computer technologies, and yet despite an increasing interest in cultural practices that are organised around computer and information technologies cultural studies has paid very little attention to this phenomenon. In the War of Desire and Technology Allucquére Roseanne Stone comments "that there seems no question that a significant proportion of young people will spend a significant and increasing proportion of their waking hours playing computer-based games in one form or another, and so far the implications of this trend have yet to be fully addressed in academic forums" (26). This Christmas will undoubtedly follow the trend of the last few years, with video game consoles and software being the biggest toy sellers. In the lead-up to this Christmas Nintendo shipped 5,000,000 units of the much-anticipated Shigeru Miyamoto-designed game, The Legend of Zelda: Ocarina of Time. The Zelda series of adventure games made its first appearance in 1987 on the Nintendo Entertainment System (NES) with The Legend of Zelda (which sold 6.5 million units worldwide). It is increasingly evident that whether it is in games arcades, on console systems such as the Nintendo 64, or on personal computers, the playing of computer games is a crucial component of the popular cultural terrain. In The Legend of Zelda: Ocarina of Time, the fifth installment in the series, the player controls a young boy, Link, through his adventures in the 3D-rendered fantasy world of Hyrule. By defeating various monsters, solving puzzles, and discovering magical items the player progresses through the game with the aim of saving Hyrule and rescuing Princess Zelda by defeating the evil Ganondorf. Yup, once you get past all of the 3D polygon graphics enabled by the Nintendo 64 platform this game is your basic rescue-the-princess quest with all of the troubling gender implications that this raises. Cultural theorists such as Stone and Dan Fleming raise the concern that this rapidly expanding industry that is an increasingly significant component of many young people's cultural lives is limited to the problems associated with a narrowly defined masculine identity. Stone asks should things like computer games, which are so terrifically absorbing and which take up so much waking time -- so much precious, irreplaceable waking time -- be expected to possess a modicum of invention, to be able to stretch players' imaginations and skills beyond the ability to hit targets and dodge obstacles? (163-64) Fleming observes that "this remarkable technology could support a much richer play space and with it a position less rigidly tied to a simplistically projected male identity" (57). But the narrative content of The Legend of Zelda: Ocarina of Time does not come even close to explaining what it is about playing the game that hooks the gamer into this 30-50 hour experience, and keeps us coming back for more -- just one more session until I finish that Dungeon. Fleming makes the important point that an analysis of the symbolic content of games tells us very little about what it is actually like to play them. He takes the step of shifting our attention from the meanings of cultural objects to their status as events (11-16). The criticism that computer and video game content is dominated by a constraining masculine identity is important, but is no more than a starting point. Is this all that can be said about games such as Zelda? I would argue that the activity of playing computer games cannot simply be approached through a textual analysis of the symbolic content of games. If we tentatively accept that gaming is not simply a content, but an activity, then, how can we analyse or describe this activity? Does cultural studies provide us with the tools necessary to describe it as a cultural experience? How is this experience organised, and what ramifications does it have for cultural studies' understanding of contemporary cultural technologies? An initial avenue of inquiry is provided by the term gameplay. Gameplay is a term that constantly emerges in my discussions with both gamers and game designers. It is a quite ephemeral and at moments incoherent concept that is used to describe the experience of a player's visceral immersion in and interactive engagement with a particular game's environment. It is an aspect of computer gaming that resists or at least would seem to be excessive to representation or symbolising. The very ephemeral and rather vague ways in which it is used have made it tempting to reject any serious analysis of it as an incoherence which may well function to simply side-step or avoid criticism of games' very obvious problem with representations of gender. However, as a player of computer games I recognise the experience that gamers are attempting to describe with the term gameplay and find it difficult to reject it out of hand simply because my theoretical vocabulary as a cultural analyst has difficulties in accommodating it. Where is the problem -- with the cultural experience or the theoretical vocabulary? In many of my discussions with gamers the term gameplay functions as something of a shared horizon or assumed knowledge. If I ask what gameplay is or does I will often receive a response such as the following: "Gameplay is what makes a game fun. It is the fun factor". If I then query what elements or features in particular make a game fun the response will invariably be, "well good gameplay is what is important. Graphics and stuff can be good, but often are just eye-candy". The discussion will generally end with a comment such as "you've played [Game X], you know what I mean, it has great gameplay". This term seems to function as something of a marker for how the cultural experience of gameplay exceeds our symbolic vocabulary. It opens out onto the event status of playing. (But I think exchanges such as the above are also about the event of a research relation.) In email discussions Cameron Brown, a lead game designer employed by Auran (a Brisbane, Australia based game software company -- Auran and Activision co-developed the real-time strategy game Dark Reign) described gameplay in the following terms: I was made 'lead tester' for 'Radical Rex', a SNES [Super Nintendo Entertainment System] platformer.... It got to the point where I could finish the game (10 levels plus bonus 8 levels) in 27 minutes -- about 40 minutes if I held the controller upside down. I could literally play the first level with my eyes closed, using only muscle memory! Anyway, Mario Kart: sometimes, playing it, I lost all sense of everything except the game. My hands moved without conscious intervention on my part.... I believe the MK 'trance state' short circuits this delay not requiring the brain to be aware of something before the hands have responded." The term gameplay appears throughout gamers' discussions of The Legend of Zelda: Ocarina of Time on newsgroups (rec.games.video.nintendo) and fan WWW sites, for example Nintendojo. The Next-Generation review of Zelda describes a gaming experience "beyond the superficialities of graphics, sound, and controls (which are all excellent) ... that sucks the player into a mystical world that has never been seen or felt before". Eric Enrico Mattei, a reviewer on Nintendojo, asserts that the quality of gameplay in Zelda is such "that you are COMPLETELY IMMERSED in Zelda's world". Writing in anticipation of Zelda's release Mikey Veroni comments that "ease of control is important in Zelda 64 (not to mention any game) because only then can the player feel like Link is acting and responding exactly to the player's actions. Perfect gameplay is so simple yet terribly crucial at the same time". Miyamoto, the designer of Zelda, said in a recent interview that in creating game environments such as Zelda he is concerned with "how players feel when they are touching the controller, so that is the way I'm always making the video game. I'm always thinking of the player's feelings". These various ways of talking about and describing the experience of playing computer and video games are not exactly new or mysterious. They draw on well-established conventions and metaphors for understanding the human interface with technology or equipment in general. When I asked Cameron about his use of the phrase "muscle memory", for example, he responded that it came from a guitar player magazine and was used in the context of explaining exercises to teach your fingers how to play a scale. Other sources for this technological sublime relation include science fiction texts such as William Gibson's descriptions of the experience of jacking into the matrix of cyberspace in Neuromancer. Dan Fleming's careful distinction between the symbolic content of games and the experience of playing them would seem to apply to the above descriptions of gameplay. He asserts that playing a game like Nintendo's platform adventure Mario Brothers is an intriguing experience that involves "the replacement of the gameworld's thematics by its geometry, which is where the fully engaged action really is" (191). Fleming sums up by commenting that "at their best computer games simply operate elsewhere for much of the time" (193). Although I have reservations about the tendency to position gameplay and representation in an almost strict opposition the foregrounding of this elsewhere of playability is useful in that it suggests the status of computer gaming as an event rather than a text or content to be interpreted. In his recent essay, "The Being of Culture, Beyond Representation", Alec McHoul argues, against representationalist understandings of cultural objects, for an approach that takes into account the movements and dynamics of "event-ness or eventality" (2). This shift away from a representational framework towards what McHoul calls "eventalistic experiencing" is where I head in my engagement with gameplay. This spectral dynamic of computer gaming calls us to change our modes of engaging with research objects. The issues of control and controllers appear in many of the gamers' discussions of playing Zelda. Fleming refers to this experience: "the player feels the responsiveness of the controller, the forward momentum, the onset of a relaxed energy, a feeling of competence" (192). Entering into the world of the game is also a skill or competence; it involves the ability to effectively use the game control system or interface to navigate through the play environment. This game control would seem to function within the terms of a traditional controlling masculine subjectivity. It appears to be about enjoying a sense of ease, empowerment and control in a technologically mediated environment. Relations between the human and the technological are from the outset caught up in fantasies of control. But the event of playing, the elsewhere of gameplay, exceeds the limits of our stories about an autonomous self in control of and using technology. When we play games like Zelda we are being positioned in those regions of cultural experience that involve a transformation in the mode of our relation to technological equipment. Our assumptions regarding the relation and separation between the human and the technological -- and perhaps also the gender implications of these relations -- are increasingly transformed, subverted, and questioned. Computer gaming is at least in part about the enjoyment gamers derive from the blurring and confusion of the boundaries between the technological and the self: techno-enjoyment. This element of enjoyment exceeds both the symbolic and the corporeal. But it should not be understood as some kind of more real or immediate bodily experience posited outside of and in opposition to the representational. It invokes another materiality of the technological object that is other than a reduction to technics or the human. It is a spectral interspace: the relation between the human and nonhuman. This relation with technology is not simply or only at the level of representation, nor at the materiality of the technological object or the bodily experience and sensations of the gamer. Gaming opens onto this domain of materialised techno-enjoyment. And in this region of cultural experience it is no longer clearly decidable who or what is in control. This experience of gameplay radically undermines notions of equipmentality grounded in a controlling human subject. Cultural Studies academics -- and I include myself in this group -- should be cautious about rushing to reduce the experience of gameplay to a problem or issue of representation. This is not to argue that representational effects are not operative in the practices of computer gaming. It is to argue the careful consideration of other important effects and processes. References Fleming, Dan. Powerplay: Toys as Popular Culture. Manchester: Manchester UP, 1996. Gamecenter.com. "An Interview with Shigeru Miyamoto." 1998. 10 Dec. 1998 <http://www.gamecenter.com/News/Item/0,3,0-2305,00.html?st.gc.ttn.si.gn>. The Legend of Zelda: Ocarina of Time. Game cartridge. Nintendo. 1998. McHoul, Alec. "The Being of Culture, Beyond Representation." 1998. 15 Oct. 1998 <http://kali.murdoch.edu.au/~mchoul/being.php>. Mattei, Eric Enrico. "Review of Zelda 64." 1998. 12 Dec. 1998 <http://www.nintendojo.com/reviews/staff/zeldaem.htm>. Next Generation. "Review of The Legend of Zelda: Ocarina of Time." 24 Nov. 1998. 13 Dec. 1998 <http://www.next-generation.com/jsmid/reviews/437.php>. Stone, Allucquére Roseanne. The War of Desire and Technology at the Close of the Mechanical Age. Cambridge, Mass.: MIT P, 1995. Veroni, Mikey. "Legendary." 1998. 10 Dec. 1998 <http://www.nintendojo.com/specials/zelda2/index.htm>. Zelda-related WWW sites -- Nintendojo -- Zelda Central -- Zelda 64 Central -- Zelda 64 Headquarters -- Zelda Headquarters -- Zelda's Shrine -- Hyrule: The Land of Zelda Citation reference for this article MLA style: John Banks. "Controlling Gameplay." M/C: A Journal of Media and Culture 1.5 (1998). [your date of access] <http://www.uq.edu.au/mc/9812/game.php>. Chicago style: John Banks, "Controlling Gameplay," M/C: A Journal of Media and Culture 1, no. 5 (1998), <http://www.uq.edu.au/mc/9812/game.php> ([your date of access]). APA style: John Banks. (1998) Controlling gameplay. M/C: A Journal of Media and Culture 1(5). <http://www.uq.edu.au/mc/9812/game.php> ([your date of access]).
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Lytle, Nicholas, Mark Floryan, and David Amin. "Experience, Experiment, Evaluate: A Framework for Assessing Experiential Games." International Journal of Serious Games 4, no. 1 (March 22, 2017). http://dx.doi.org/10.17083/ijsg.v4i1.128.

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The design of effective educational games has proven itself difficult for many years, leading to sparse and somewhat inconsistent insight into the principles governing such systems. While attempts at constructing frameworks for educational games certainly exist, their nature is often quite general (limiting the practical utility) or noticeably specific (limiting the scope of projects to which that framework might be applied). We present a design framework for a broad, but well-defined genre known as experiential games. We have named our framework the Experience, Experiment, Evaluate (EEE) framework and believe it to be an adequate lens under which to analyze such games. This article presents the EEE framework in detail and provides example analyses of three games (a U.S. Civil War history game, a medical diagnosis game, and The Legend of Zelda: Ocarina of Time). We present empirical results for two of these games showcasing evidence that presumed adherence to EEE provides benefits in the classroom. In particular, the medical diagnosis game, Rashi, is shown to elicit higher quantity and quality of student responses when features were added that more tightly bound the game to our framework. Additionally, we provide evidence that activities within our U.S. Civil War game, ‘A Nation Divided’, are more successful in providing learning gains to students when those activities more carefully apply the ideas within our framework. We do not present any empirical results regarding Ocarina of Time, but include it as an anecdotal example of how commercial games have applied these principles successfully in order to teach the mechanics of the game to players, and argue that this is, in many ways, an exercise in pedagogy. We end by offering suggestions for strategically incorporating elements of our framework in the development and design of future systems.
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Dissertations / Theses on the topic "Legend of Zelda: Ocarina of Time"

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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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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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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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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: Ocarina of Time"

1

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

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Chance, John. The legend of Zelda: Ocarina of time 3D. Roseville, CA: Prima Games, 2011.

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Montesa, Mike, ed. Ocarina of time.1: The Legend of Zelda: Ocarina of Time, Part 1. San Francisco, CA: Viz Media, LLC., 2008.

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Montesa, Mike, ed. The Legend of Zelda: Ocarina of Time, Part 2. San Francisco, CA: Viz Media, LLC., 2008.

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Books, Versus. The Legend of Zelda: Ocarina of Time, Official Perfect Guide. Alameda, CA: Versus Books, 1998.

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BradyGames. The Legend of Zelda: Ocarina of Time: Official Strategy Guide. Indianapolis, IN: BradyGames, 1998.

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Rich, Jason. The Legend of Zelda: Ocarina of Time. Sybex Inc, 1998.

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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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America, Nintendo of. The Legend of Zelda: Collector's Edition, The Official Nintendo Player's Guide: The Legend of Zelda: Collector's Edition, The Official Nintendo Player's Guide. Redmond, WA: Nintendo of America, Incorporated, 2003.

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Arnold, J. Douglas. Awesome Super Nintendo Secrets. Maui, USA: Sandwich Islands Publishing, 1992.

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Book chapters on the topic "Legend of Zelda: Ocarina of Time"

1

Schmidt, Nathan. "“You Played the Ocarina Again, Didn’t You!!”." In Mythopoeic Narrative in The Legend of Zelda, 119–35. Routledge, 2020. http://dx.doi.org/10.4324/9781003005872-7.

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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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