This thesis analyses how norse mythology is being used in modern videogames. This is done via a qualitative content analysis using grounded theory of the game God of War from 2018 by Santa Monica Studios, and comparing the games contents with literature regarding Norse mythology, the Prose Edda and the Poetic Edda, as well as studies done on similar games in fields closely related to the subject. The subjects that get compared in this thesis are the gods: Freyja, Mimir and Baldur, the places: Niflheim and Muspelheim, the events: Fimbulvinter and Ragnarök, and studies done on other games usage of norse mythology and -society, ehere the other games in question are: Jotun by Thunder Lotus Games, Hellblade: Senua’s Sacrifice by Ninja Theory, and The Elder Scrolls V: Skyrim by Bethesda Game Studios. The Thesis aims to identify the changes between the games representation of Norse mythology and the mythology itself, how the changes have been shaped by our contemporary society, how these changes can be explained, and finally if similar phenomenon can be observed in other games based on or using Norse mythology as inspiration. Some of these changes are for example how the Fimbulvinter and Ragnarök starts with Baldur’s death, the climate of places such as Niflheim and Muspelheim, the heavy usage of strong female characters, and the origins of certain gods, like Mimir for example. Hopefully, this thesis can be used as a basis and inspiration for thesis and studies done in this or closely related subjects in future studies. The rest of the thesis is written in Swedish.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:hig-32781 |
Date | January 2020 |
Creators | Jonasson, Philip |
Publisher | Högskolan i Gävle, Religionsvetenskap |
Source Sets | DiVA Archive at Upsalla University |
Language | Swedish |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
Page generated in 0.0071 seconds