Loading presentation...

Present Remotely

Send the link below via email or IM

Copy

Present to your audience

Start remote presentation

  • Invited audience members will follow you as you navigate and present
  • People invited to a presentation do not need a Prezi account
  • This link expires 10 minutes after you close the presentation
  • A maximum of 30 users can follow your presentation
  • Learn more about this feature in our knowledge base article

Do you really want to delete this prezi?

Neither you, nor the coeditors you shared it with will be able to recover it again.

DeleteCancel

Make your likes visible on Facebook?

Connect your Facebook account to Prezi and let your likes appear on your timeline.
You can change this under Settings & Account at any time.

No, thanks

The Hero's Journey

No description
by

Charlee Bassillo

on 9 November 2015

Comments (0)

Please log in to add your comment.

Report abuse

Transcript of The Hero's Journey

The Hero's Journey
Yoda
Dumbledore
Mr. Miyagi
Batman's butler, Alfred
a great coach or teacher
Wait, wait, wait...
Some Other
Archetypes
Ordinary World
Special World
In a Nutshell...
The
Hero's Journey
is a pattern of narrative that appears in drama, storytelling, myth, and psychological development.
Describes the typical adventure of the archetype known as "
The Hero
,"
the person who goes out and achieves great deeds on behalf of the group, tribe, or civilization.
Not a new pattern, but Campbell did
identify

the stages
of the universal journey of the Hero.
Joseph Campbell
(1904 - 1987)
American mythologist, writer, and lecturer.

Covers many aspects of the human experience.


Developed the concept of the
Monomyth:
Theory based on the observation that a common pattern exists beneath the narrative of most great myths and folklore.
His most studied pattern is The Hero's Journey, which he wrote about in
Hero With a Thousand Faces
(1937).
What is an Archetype?
An
archetype
is a recurring pattern of human behavior
.
Ordinary World
The normal world of the hero before the story is told.
Marlin, Nemo's dad, is excited about his new home as he waits for his egg to hatch.
Nemo is excited to go to school, but Marlin fears that something might happen to Nemo if he leaves him alone.
The hero is presented with a problem, challenge, or adventure to undertake.
Call to Adventure
Nemo's adventure = He swims out to the boat to prove that he's brave!
Problem =
Nemo, out in the open, is caught by the men in the boat.
Challenge =
Marlin has to rescue him.
Limited awareness of the problem
Increased
awareness
Reluctance
to change
Overcoming
reluctance
Committing
to change
Experimenting
with first change
Preparing for a big change
Attempting a big change
Consequences of the attempt (Improvement or setback)
Rededication to the change
Final attempt at a big change
Final mastery of the problem
Refusal of the Call
The hero refuses the challenge or journey, usually out of fear.
Marlin is afraid to go after Nemo because he's scared of the open sea.
Meeting with the Mentor
The hero meets a mentor to gain confidence, training, or advice to face the adventure (or finds courage from within).
Dory helps Marlin to learn to be less afraid and to learn to let go and trust Nemo.
1
2
3
4
Crossing the Threshold
The hero leaves the Ordinary World for the first time, crossing the threshold into the unknown adventure (with unfamiliar rules and values).
Marlin leaves his comfort zone at home and enters the wide-open sea, where he has never been and knows little about.
5
Tests, Allies & Enemies
The hero faces tests, meets allies, confronts enemies, and learns the rules of the unknown/special world.
Sharks, the school of fish, Crush (the sea turtle), the whale, the Pelican, and the fish in the tank are all allies along the way.
6
Losing the mask with the diver's address, Marlin must learn the lesson of letting go and trusting his instincts.
Through Crush, Marlin discovers how the "rules" of the traveling the ocean current works.
The jellyfish and Darla both pose threats to Marlin in his journey.
Tests
Enemies
Allies
Rules
1. Separation
2. Initiation
3.Return
Approach
The hero and newly found allies prepare for the challenge in the Special world.
7
Ordeal
The hero enters a central space in the Special World and confronts death or faces his or her greatest fear. Out of this moment of death comes a new life.
8
Marlin goes back to save Dory from the Jellyfish, even though he gets stung and could have died.
The Reward
Nemo survives death and gets out of the tank and Dory helps him find his dad.
The hero earns the reward for facing death, though there is still a danger that it will be taken away.
9
The Road Back
When Nemo wants to save Dory from the net, Marlin must learn to keep trusting Nemo and allow him to take some risk like he learned.
About 75% through the story, the hero is driven to complete the adventure and leave the special world with the treasure intact (a chase scene usually signals the urgency here).
10
The Resurrection
The hero is faced by another, more severe, test in which everything is at stake.
When Marlin thinks Nemo is dead, he realizes his mistake and apologizes for not believing in Nemo. This forces him to truly change.
11
Return with the Elixir
Marlin brings Nemo home where he can now trust him, allowing him to go to school without fear (which makes them both happier).
The hero returns home to the ordinary world with the "elixir" or knowledge to help transform his or her world.
12
Literature
Beowulf
Odysseus
King Arthur
Harry Potter
Lord of the Rings

Movies
Star Wars
The Matrix
Aladdin
Shrek
Beauty and the Beast
The Lion King
(Pretty much every Disney movie..)
Batman
Braveheart
Examples
Keep in mind ...
A hero
does not
need to follow every single stage outlined by Campbell in order to be considered a hero.

Some heroes only experience some of the stages Campbell identified.
In our lives...
We are the
heroes
in our own stories.

Enemies can be forces
within

ourselves
(anger, frustration, or jealousy).

Mentors
= anyone in life guiding us.

Threshold guardian
= Anything stopping us from progressing (an actual person
or
fear and doubt).

Allies
are people who stand by us and help us (our friends, our family or ourselves).

the hero's guide or guiding principles.
Mentors:

Perhaps the enemy within
The "dark side" of the force
Hero's repressed possibilities
His or her potential for evil
Repressed grief, anger, etc.
villains or enemies.
Shadows:
Could be a person or event
Gandalf comes to Frodo
Dorothy's tornado hits Kansas
One who brings the Call to Adventure.
Herald:
jealous enemies
professional gatekeepers
the hero's fear or doubt
forces in the way at important turning events.
Threshold Guardians:
Someone two-faced or fickle.
A person who, from the hero's point of view, appears to change form or function.
Shapeshifters:
Talisman:
The special (often magical) item that assists the hero on their quest.
Bugs Bunny
Daffy Duck
Our own mischievous subconscious.
Clowns and mischief makers.
Trickster:
Sidekicks or buddies
Enchanted items in Beast's castle
Timon and Pumbaa
Those who help the hero through their journey and change.
Allies:
Everyone is the hero of his or her own story.
Hero can be a girl! (Joseph Campbell simply studied mostly ancient myth, where they were normally men).
The central figure who goes out and achieves great deeds on behalf of the group, tribe, or civilization
The Hero:
Action, Climax, Triumph
Exposition
Resolution, Denouement
Full transcript