Document Type : .
Authors
1 Master Student of Art Research, Faculty of Art and Architecture, Mazandaran University
2 Associate Professor, Faculty of Art and Architecture, Mazandaran University، Babolsar
Abstract
Abstract
Although in all narratives tries is to remain faithful to the principle and subject of the story and convey the underlying theme of that text to the world of imagery, But in the process of this reproduction in the world of games, we are faced with a change of narrative in two different media ) the text world and the other is the image world), therefore all aspects of the narrative are not shown to the player completely. The aim of this study was to comparatively study the role of the hero in the computer game MirMehna, a fighter from the south line and a call of duty (World War II version) of a fighter from across borders.
The present study is descriptive-analytical and has been carried out by comparative method, the proposed model for which is Campbell's hero's travel pattern. this article finally shows that this pattern can be used in analyzing various characters and genres of computer games, especially all of first-person genres and its subsets.
Keywords
ای، چاپ اول، تهران: بنیاد ملی بازیهای رایانهای.
های خلق قهرمان نوجوان در فیلمنامه براساس الگوی سفر هرمان با در نظر گرفتن فرهنگ و هویت ایرانی (بررسی موردی: فیلمهای کودکی ایوان و کودک و فرشته)»، فصلنامه پژوهش
های ارتباطی، سال بیست و دوم، شماره83 ، 147-123.
اساس الگوی سفر قهرمان ووگلر»، دومین کنفرانس علمی پژوهشی رهیافتهای نوین در علوم انسانی ایران، مجله پژوهشهای معاصر در علوم و تحقیقات 1398، سال1، شماره1، 69-59.