Active Imagination and The Legend of Zelda: An Unlikely Source of Modern Mythology

A. J. Howe
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Abstract

Jung often stated that one must find one’s myth and that children would manufacture their own mythology if left to their own devices. Video games are a common part of childhood today but are often maligned and conflated with pathologic addiction. In this paper, I present the case of “R,” who played games in The Legend of Zelda series during his childhood. In R’s present therapy, these games have taken on a new significance. He has revisited the characters and stories of the series, and we have considered its potential psychological impact in our sessions. On reflection, playing video games in The Legend of Zelda series helped him to navigate his childhood and adolescence after a difficult time with an emotionally abusive childcare provider. In this paper, I present the game series as well as the four specific games R played. Using a combination of his and my reflections alongside other academic investigation, I suggest his playing of the games were a way of accessing a mythology that felt relevant to him and was in truth a form of active imagination. One can withhold the material content of primitive myths from a child but not take from him the need for mythology, and still less his ability to manufacture it for himself. —Jung (1967, para. 30)
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积极想象与塞尔达传说:现代神话的一个不太可能的来源
荣格经常说,一个人必须找到自己的神话,如果任由孩子们自己创造,他们就会创造自己的神话。电子游戏是当今儿童时期常见的一部分,但经常被诽谤并与病理性成瘾混为一谈。在这篇论文中,我介绍了“R”的案例,他在童年时期玩过《塞尔达传说》系列的游戏。在R目前的治疗中,这些游戏有了新的意义。他重新审视了该系列的人物和故事,我们在会议中考虑了其潜在的心理影响。经过反思,在《塞尔达传说》系列中玩电子游戏帮助他度过了童年和青春期,在经历了一段情绪虐待的育儿服务提供者的艰难时期后。在本文中,我介绍了游戏系列以及R玩的四个特定游戏。结合他和我的思考以及其他学术调查,我认为他玩游戏是一种接触神话的方式,这种神话对他来说是相关的,事实上是一种积极的想象形式。一个人可以把原始神话的物质内容留给孩子,但不能剥夺他对神话的需求,更不能剥夺他为自己创造神话的能力--荣格(1967年,第30段)
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