THE LEGEND OF ZELDA

Fantasy, Ludonarrative and Immersion in the franchise's games

Authors

  • Waldemar NETO
  • Ana Cleide AQUINO
  • Luis Henrique GOMES

Keywords:

Games, Ubiquity, Culture, Narrative, Zelda, Nintendo

Abstract

The present work aims to understand how relationships between electronic games (videogames), a narrative construction in it, its current influence on the culture of societies and the power to immerse the individual player within the unreal world that belongs. Digital games are a growing medium since the early 1950s, evolving their platforms into more sophisticated equipment, improving their graphics, sound design, gameplay and, therefore, immersion in it. There are nowadays three companies that dominate the global video game market, which are: Sony, Microsoft and Nintendo. However, none of them has a tradition as well built and solid as the Nintendo Corporation. With more than thirty years of gaming market, Nintendo is responsible for several renowned brands in the gaming world, for example: Super Mario Bros., Pokemon, Megaman, Metroid, and the target of this research, The Legend of Zelda, more precisely the game Ocarina of Time, being considered the best adventure game until the beginning of 2017. What else can be behind a huge success? What can all this success affect on the life of the avid players of this franchise?

Author Biographies

Waldemar NETO

Licenciado em Letras – Língua Inglesa pela Unama.

Ana Cleide AQUINO

Doutora em Linguística e Língua Portuguesa pela Unesp/FCLAr-QMUL/UK.

Luis Henrique GOMES

Mestre em Comunicação, Linguagens e Cultura pela Unama.

Published

2025-06-30

How to Cite

NETO, W., AQUINO, A. C., & GOMES, L. H. (2025). THE LEGEND OF ZELDA: Fantasy, Ludonarrative and Immersion in the franchise’s games. Puçá: Revista De Comunicação E Cultura Na Amazônia, 11(1), 243–273. Retrieved from https://estacio.periodicoscientificos.com.br/index.php/puca/article/view/3933