Skip to content

Playing Active Imagination

Aug 2026 · International Journal of Jungian Studies · Vol 18, pp. 215-235 · 0 citations · 20 references

Abstract

This paper explores whether playing The Legend of Zelda: Tears of the Kingdom can function as a psychologically significant experience within a Jungian depth-psychological framework. Using autoethnography, it examines gameplay, field notes, and active imagination sessions as interconnected forms of symbolic inquiry. The study draws parallels between the game’s virtual world and Jung’s visionary work in the Black and Red Books , particularly through motifs of descent, the desert, the underworld, creativity, and the hero’s journey. It argues that the interactive environment of Tears of the Kingdom operated as an imaginal landscape in which unconscious material could be encountered, explored, and partially integrated. The paper also considers how virtual experiences are carried into daily life through identification with the heroic role. While limited by its single-subject design, the study suggests that video games may offer meaningful contemporary sites for reflection, symbolic experience, and transformation.

View source

Similar papers

Oct 2026

(Re)Imagining Boundaries: Evocative Autoethnography Through Musical Performance as Artful Inquiry

In this paper, I engage in evocative autoethnography that enacts musical performance as a form of artful inquiry, situated within a decolonizing methodological orientation. Drawing on three staged performances, I position music as a practice that thinks with and through boundaries shaped by socio-cultural, historical,...

TaeYoung Kwon · 0 citations
Open access Sep 2026

Speculative Interiors of Technology

This study examines Sophie Barthes’ film The Pod Generation as a speculative critique questioning the future biopolitical, ethical, and ideological functions of interior design. Set in a near future, where artificial womb technology and corporate parenting are normalized, the film positions architectural spaces not as...

B. Orbey · 0 citations

Using Ludonarrativity In Schools Through Dystopian Video Game Worlds

The findings suggest that ludonarrative harmony and dissonance are not absolute categories and that game mechanics and principles may function as pedagogical tools in formal English education or while learning English as a second language.

Unknown authors · 0 citations
Open access

Women of Pomegranate Garden

This thesis examines my painting practice as an exploration of memory, political violence, and the lived experiences of Iranian women, investigating how contemporary figurative painting can function as an act of witnessing and the preservation of cultural memory. Situated within feminist discourse and informed by diasp...

Sara Valinezhad Zarnaghi · 0 citations
Open access Sep 2026

​There is not a world where I would leave you.: Representing Adoption in Text-Based Gameplay

Game studies, with its active reframing of subjecthood, can be combined with the identity-centric genre of the bildungsroman to intervene in regressive narratives of transnational adoption. To explore how the concerns of the bildungsroman might be subverted or even illuminated by transnational adoptees, I created a tex...

R. Kap · 0 citations

We use cookies to run the site and, with your consent, for analytics and to show ads. See our Cookie Policy.