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fbtwitterlinkedinvimeoflicker grey 14rssslideshare1
Publisher: РОО "Санкт-Петербургское философское общество"
Journal: Studia Culturae
Languages: Russian
Types: Article
Subjects: adventure, scheme of the plot, theme, cultural and mythological layer., квест, схема сюжета, мотив, культурно-мифологический пласт
The concept «quest» — an integral part of the modern computer and role-playing games is widely used in the context of literature. In literature this concept originally meant one of the ways to build a story — a journey of characters to a certain goal by overcoming difficulties.It serves the story quest foundation works T. Yansson «Moomin and the comet», «The Magician’s Hat» and tales of J. R. R Tolkien’s «The Hobbit», «Farmer Giles of Ham». All the heroes of these works are sent on a journey, each of which has its own goals and motives. During the wandering heroes have to overcome many difficulties and meet a lot of characters that help or hinder them. All quests deal with moral and ethical decision tasks, each of the characters has to «find himself», grow up and overcome their fears. A cultural and mythological layer inherent in the product lets to talk about their address both to child and adult audiences.
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