Journey of the Hero

Journey of  			 the Hero Journey of  			 the Hero - Start

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ARCHETYPE DEFINITION. Joseph Campbell was heavily influenced by the Swiss Psychiatrist Carl Jung whose theory of the collective unconscious involved archetypes—recurring images, patterns, and ideas from dreams and myths across various cultures. Below are several archetypes often found in myths.. ID: 647840 Download Presentation

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Journey of the Hero




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Presentations text content in Journey of the Hero

Slide1

Journey of

the Hero

Slide2

ARCHETYPE DEFINITION

Joseph Campbell was heavily influenced by the Swiss Psychiatrist Carl Jung whose theory of the collective unconscious involved archetypes—recurring images, patterns, and ideas from dreams and myths across various cultures. Below are several archetypes often found in myths.

Slide3

The Hero

learns a lesson or changes during the journey.

sacrifices for a cause or others as the audience identifies with him/her

l

eaves the familiar to enter an unfamiliar and challenging world.

pursues the goal of the journey that leads to a confrontation with death

Slide4

The Mentor

guides

the

hero on

the

journey

by

provid

ing

motivation, insights

,

and training

.

teache

s

or trains the hero

in a positive way.

often

former heroes who have survived life’s trials and now pass on their gift or wisdom.

can provide magical equipment for the Hero’s journey.

Slide5

MENTOR IMAGE

Slide6

MENTOR Image Connection

The picture shows Obi Wan Kanobe, the older man in the background, as Luke swings the light saber. Obi had given Luke this “magical equipment” and “taught” him how to use it, thereby fulfilling two traits of the definition of the Mentor.

Slide7

SHADOW

The main Villain or antagonist of the Hero

The Shadow represents the dark or evil side of human nature.

The Shadow or Villain usually provides the Hero’s greatest challenge to accomplish the goal of the journey in a life and death battle.

The more evil the Villain, the better is the story.

Slide8

SHAPESHIFTER

Serves the dramatic function of bringing doubt and suspense into the story.

Shifts his/her shape, sometimes literally like the Genie in

Aladdin

, to provide aid for the Hero or add an obstacle of suspense.

To find this character, ask yourself, “Is he/she an ally, an enemy, or both?”

Slide9

TRICKSTER

Tricksters like to upset the status quo with their quick turns of phrase and physical antics.

They can provide comic relief when the Hero experiences scary confrontations.

They can challenge the Hero’s dedication to the cause of completing the journey.

They can cut big egos down to size, too.

They can be clowns or sidekicks.

Slide10

Herald

Issue challenges and announce the coming of significant change.

Usually appears at the beginning of the Journey to get the story rolling. The Herald might make an announcement or judgment, report a news flash, or simply deliver a message.

A herald can be an event like a tornado or a dream.

Slide11

THRESHOLD GUARDIAN

Provide

tests

or obstacles for the Hero on

the journey.

Could be a dragon that protects the entrance of a cave possessing a treasure, an impenetrable metal door, or a soldier at a castle’s gate.

Usually, they are not the main Villain or Shadow.

Slide12

Vocabulary

Hero

= usually the main character in a literary work, the one who “learns the lesson” of the story and is changed by it.

Slide13

The most common of all is the story of the

Hero

.

It has been told and retold the world over in infinite variety - and it is always a journey.

Slide14

The hero leaves her comfortable surroundings to venture into an unfamiliar world.

It may be an outward physical journey to an actual place, or an inward journey of the mind, heart, or spirit.

Slide15

The Hero’s Journey

has

12 Basic Stages

Slide16

Act 1

1. The Ordinary World

2. The Call to Adventure

3. Refusal of the Call

4. Meeting with the Mentor

5. Crossing the Threshold

Slide17

Act 2

6. Tests, Allies, and Enemies

7. Approach to the Inmost Cave

8. Supreme Ordeal

9. Reward

Slide18

Act 3

10. The Road Back

11. Resurrection

12. Return with the Elixir

Slide19

1. The Ordinary World

This stage shows the hero in his

natural world, before going into an unnatural world or different place than he is used to.

This creates a vivid contrast.

Slide20

2. The Call to Adventure

The hero is presented with a problem, challenge, or adventure.

The Call establishes the stakes

of the game and the hero's goal. The goal might be to win the treasure, to rescue someone, to get

revenge, or to achieve a dream.

Slide21

3. Refusal of the Call

The hero is unsure of going on this journey. The hero has not yet fully committed and may still be thinking of turning back.

Some further infIuence is required, like the encouragement of a mentor.

Slide22

4. Meeting With the Mentor

The mentor is a teacher, very often a wise old man, who prepares the hero to face the unknown.

They may give advice, guidance or magical equipment.

The mentor can only go so far with the hero. Eventually she must face the challenge alone.

Slide23

5. Crossing the 1st Threshold

The hero commits to the adventure and starts off on the journey.

He agrees to face the consequences of dealing with the problem or challenge posed in the Call to Adventure.

This is when the story really takes off and the adventure starts. There is no turning back.

Slide24

6. Tests, Allies, Enemies

Once across the threshold, the hero encounters new challenges and

tests, makes allies, and meets enemies.

This often continues throughout the journey, not just once.

Slide25

7. Approach to the Inmost Cave

This is the critical moment in any story. The hero comes to the edge of a

dangerous place where the object of the quest is hidden.

The hero often pauses here to prepare and plan their next move.

Slide26

8. Supreme Ordeal

This is the major battle or challenge that the hero has to face, often with the possibility of death.

Slide27

9. Reward

The hero has survived death and takes possession of the treasure or reward.

Sometimes it is a physical treasure.

Sometimes it is a person the hero wanted to rescue.

Sometimes it is knowledge and experience.

Slide28

10. The Road Back

The hero heads home, but meets more challenges along the way.

Slide29

11. Resurrection

This is often a second life-and-death moment, almost a replay of the Supreme Ordeal.

Slide30

12. Return With the Elixir

The hero returns to the ordinary world, and

he brings back an elixir, treasure, or lesson from the journey.

The elixir might be knowledge or experience that could benefit the community, or it may be love, freedom, or wisdom.

Slide31

Recap

I. Heroes are introduced in the

Ordinary World

, where...

2. they receive the

Call to Adventure

.

3. They are

Reluctant

at first or

Refuse the Call

, but...

4. are encouraged by a

Mentor

to...

5.

Cross the First Threshold

and enter the

Special World

, where...

Slide32

Recap

6. they encounter

Tests, Allies, and Enemies

.

7. They

Approach the Inmost Cave

, crossing a second threshold...

8. where they endure the

Supreme Ordeal

.

9. They take possession of their

Reward

and...

Slide33

Recap

10. are pursued on

The Road Back

to the Ordinary World.

11. They cross the 3rd Threshold, experience a

Resurrection

, and are transformed by the experience.

12. They

Return With the Elixir

, a boon or treasure to benefit the Ordinary World.


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