A1 Journal article (refereed)
Hylianismin Narratiivit ja Kaupallinen Semiotiikka (2024)
Mangeloja, E. (2024). Hylianismin Narratiivit ja Kaupallinen Semiotiikka. Electronic Journal of Business Ethics and Organization Studies, 29(1), 31-39. http://ejbo.jyu.fi/pdf/ejbo_vol29_no1_pages_31-39.pdf
JYU authors or editors
Publication details
All authors or editors: Mangeloja, Esa
Journal or series: Electronic Journal of Business Ethics and Organization Studies
eISSN: 1239-2685
Publication year: 2024
Volume: 29
Issue number: 1
Pages range: 31-39
Publisher: Jyväskylän yliopisto
Publication country: Finland
Publication language: Finnish
Persistent website address: http://ejbo.jyu.fi/pdf/ejbo_vol29_no1_pages_31-39.pdf
Publication open access: Openly available
Publication channel open access: Open Access channel
Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/95030
Abstract
The 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.
Keywords: video games; semiotics; commercialism; media culture; sociology of religion; narrative analysis; game research
Free keywords: commercial semiotics; narrative analysis; video games; Zelda
Contributing organizations
Ministry reporting: Yes
Preliminary JUFO rating: 1