Premium Essay

Joseph Campbell's 17-Stage Monomyth Analysis

Submitted By
Words 245
Pages 1
In the Joseph Campbell’s 17-stage Monomyth, a hero/heroine travels through time and land to acknowledge one’s true destiny that the Divine Providence implies permanently in the journey. Within the monomyth, the stages divide up into three subsections: Separation, Initiation, and Return. The first and second subsection describes how the universe sends out a heroic message to either accept or deny one’s fate through the terrifying and luxurious places, and test the hero/heroine physically, mentally, spiritually, and verbally. As for the Return, the universe finalizes the hero/heroine’s character for one trial and verify whether the hero/heroine collectively comprehends the struggles and wars throughout one’s fateful journey. Overall, the hero/heroine

Similar Documents

Free Essay

Monomyth

...------------------------------------------------- Monomyth From Wikipedia, the free encyclopedia "The Hero's Journey" redirects here. For other uses, see The Hero's Journey (disambiguation). The twelve stages of the hero's journey monomyth following the summary by Christopher Vogler (originally compiled in 1985 as a Disney studio memo): 1. TheOrdinary World, 2. The Call to Adventure, 3. Refusal of the Call, 4. Meeting with the Mentor, 5. Crossing theThreshold to the "special world", 6. Tests, Allies and Enemies, 7. Approach to the Innermost Cave, 8. The Ordeal, 9. Reward, 10. The Road Back, 11. The Resurrection, 12. Return with the Elixir. In narratology and comparative mythology, the monomyth, or the hero's journey, is the common template of a broad category of tales that involve a hero who goes on anadventure, and in a decisive crisis wins a victory, and then comes home changed or transformed.[1] The concept was introduced by Joseph Campbell in The Hero with a Thousand Faces (1949), who described the basic narrative pattern as follows: A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man.[2] Campbell and other scholars, such as Erich Neumann, describe narratives of Gautama Buddha, Moses, and Christ in terms of the monomyth. Critics argue that the concept is too broad or...

Words: 6297 - Pages: 26

Free Essay

En$U

...theory is based on Joseph Campbell’s The Hero with a Thousand Faces, which illustrated and distilled heroic patterns from various cultures. The hero’s journey has three stages: separation, initiation, and return. Answering a call to adventure, the hero departs from his familiar world and ventures into a region of supernatural wonder. Miraculous forces are encountered there and a decisive victory is won. He then returns from this mysterious land, bringing an elixir to bene¿t his fellow men. Through this journey of trials, the hero transforms his former self and achieves spiritual growth. Such heroes range from monster slayers to spiritual leaders such as the Buddha and Christ. Life of Pi is a fantasy adventure novel about an Indian boy who survives a shipwreck by drifting on a lifeboat with a tiger. His adventure ¿ts Joseph Campbell’s hero archetype. Similar to the mythological hero, Pi departs from his familiar land of India, answering the call for adventure to a new country. Protected by the supernatural powers of Hinduism, Catholicism, and Islam, he penetrates the dangerous and mysterious realm of the Pacific Ocean. After experiencing harsh ordeals, he returns to the human world with a life-enhancing boon to share. In this study, Campbell’s insights on the heroic pattern are appropriated as an analytical tool to deepen the meaning of the novel and reveal the common mode of the heroic quest. As enlightening today as in the last century, Campbell’s book continues to...

Words: 9172 - Pages: 37

Free Essay

Religion

...The Gospel ACCORDING TO FEMIGOD He who has ears, let him hear The author and publisher have provided this e-book to you without Digital Rights Management software (DRM) applied so that you can enjoy reading it on your personal devices. THE GOSPEL ACCORDING TO FEMIGOD Copyright © 2013 by Femigod Ltd. Published by Femigod Ltd. www.femigod.com Femigod® is a registered trademark of Femigod Ltd. ISBN: 9780992642600 For my darling sister, Pero. I love you dearly. No matter what you want, it’s yours. Beyond money and weapons.  Contents Introduction ............................................................................................................................................... 1 Book One: Understanding Mainstream and Organised Religion.............................................................. 5 Christianity ............................................................................................................................................ 6 Islam ...................................................................................................................................................... 9 Hinduism.............................................................................................................................................. 12 Buddhism ........................................................................................................................................... 155 Chinese traditional religions ...........

Words: 76280 - Pages: 306

Free Essay

Book

...THE PLAYER Good game design is player-centric. That means that above all else, the player and her desires are truly considered. Rather than demanding that she do something via the rules, the gameplay itself should inherently motivate the player in the direction the designer wants her to go. Telling players they must travel around the board or advance to the next level is one thing. If they don’t have a reason and a desire to do it, then it becomes torture. In creating a game, designers take a step back and think from the player’s viewpoint: What’s this game about? How do I play? How do I win? Why do I want to play? What things do I need to do? MEANINGFUL DECISIONS Distilled down to its essence, game design is about creating opportunities for players to make meaningful decisions that affect the outcome of the game. Consider a game like a boxing match. So many decisions lead up to the ultimate victory. How long will I train? Will I block or will I swing? What is my opponent going to do? Where is his weakness? Jab left or right? Even those few, brief questions don’t come close to the myriad decisions a fighter must make as he progresses through a match. Games invite players into similar mental spaces. Games like Tetris and Chess keep our minds busy by forcing us to consider which one of several possible moves we want to take next. In taking these paths, we know that we may be prolonging or completely screwing up our entire game. The Sims games and those in...

Words: 111961 - Pages: 448