The present dissertation aims to analyze the use of runes in modern media products, which qualify as examples of Medievalism. To achieve this, two case studies were selected as primary sources of analysis: specifically, the TV series Vikings and the video game God of War. These sources are examined with the intent of verifying whether the aforementioned writing system is employed while maintaining adherence to its original usage, thus demonstrating an intention to create historically accurate products, or whether accuracy is sacrificed in favor of narrative needs. Initially, relevant elements of Norse mythology are analyzed; both the divine families, the Ӕsir and the Vanir, are described, with significant attention given to Odin and, to a lesser extent, Freyja, figures most closely associated with runes. The analysis then proceeds to explore the importance of the cosmic tree Yggdrasill and the influence of magic in the Norse world. The focus then shifts specifically to the theme of runes, considering the etymology of the term, their origins, dissemination, and usage, specifically in the Viking Age in Scandinavia, in order to maintain consistency with the chosen primary sources. Following this preliminary process, the paper entirely focuses on the two primary sources, Vikings and God of War; concepts such as Medievalism and its recent evolution into Neomedievalism are clarified, followed by an analysis of the two case studies in light of the considerations developed in the preliminary chapters. The dissertation then concludes with an analysis of the actual use of runes in the case studies – carried out through the photographic material collected from both sources – to observe how these inscriptions are created and used, thus verifying the terms under which their usage is conceived. The analysis demonstrated that both the TV series Vikings and the video game God of War display an adequate understanding of the subject matter, allowing them to make a sensible and credible use of runes, even if few discrepancies and less legitimate examples emerged. In both cases, the commitment to historical reconstruction is respected, offering a historically accurate product (albeit to varying degrees), while balancing the specific limitations and requirements that such media products must observe.
L’obiettivo della presente tesi è quello di analizzare l'utilizzo delle rune in prodotti della filmografia moderna che si qualificano come esempi di medievalismo; per fare ciò si è scelto di utilizzare due case study come fonti primarie di analisi, specificatamente la serie TV Vikings e il videogioco God of War. Nello specifico queste due fonti vengono analizzate con l’interesse di verificare se il suddetto sistema scrittorio venga utilizzato mantenendo aderenza con l’utilizzo originario, dimostrando quindi l’intenzione di realizzare prodotti storicamente attendibili, o se invece l’accuratezza venga sacrificata a favore delle necessità narrative. Vengono inizialmente quindi analizzati elementi della mitologia norrena rilevanti per l'argomento. Si procede descrivendo entrambe le famiglie divine, quella degli Asi e dei Vani; ampio spazio viene dedicato alla descrizione di Odino, e in parte anche a quella di Freyja, figure aventi il legame più stretto con le rune. Si prosegue poi con l’analisi dell’importanza dell'albero cosmico Yggdrasill, e dell’influenza della magia sul mondo nordico. L’esplorazione poi si concentra nello specifico sulla tematica delle rune, prendendo in considerazione l’etimologia dello stesso termine, le loro origini, la diffusione e l'utilizzo specificatamente all’epoca vichinga in Scandinavia, al fine di mantenere coerenza con le fonti primarie scelte. Una volta completato questo processo preliminare, l'attenzione si sposta interamente sui due case study – Vikings e God of War; vengono chiariti concetti quali il medievalismo e la sua recente evoluzione in neomedievalismo, per proseguire poi analizzando i due case study alla luce delle considerazioni realizzate nei capitoli preliminari. Il lavoro della tesi si conclude con l’analisi dell'effettivo utilizzo delle rune nei casi studio – realizzata tramite il materiale fotografico raccolto da entrambe le fonti – al fine di osservare le modalità di realizzazione e uso delle suddette iscrizioni, verificando quindi in che termini venga concepito il loro utilizzo. L’analisi ha dimostrato come sia la serie TV Vikings che il videogioco God of War dispongano di una competenza relativa il tema adeguata a permettere loro un utilizzo sensato e attendibile delle rune, pur con qualche discrepanza ed inesattezza; in entrambi i casi il passato interesse della ricostruzione è stato rispettato, proponendo un prodotto storicamente attendibile (anche se in misura diversa), pur coniugandolo con le determinate limitazioni e necessità che simili prodotti hanno il dovere di rispettare.
Rune e medievalismo: il caso Vikings e God of War.
ZONCAPÈ, VALENTINA
2023/2024
Abstract
The present dissertation aims to analyze the use of runes in modern media products, which qualify as examples of Medievalism. To achieve this, two case studies were selected as primary sources of analysis: specifically, the TV series Vikings and the video game God of War. These sources are examined with the intent of verifying whether the aforementioned writing system is employed while maintaining adherence to its original usage, thus demonstrating an intention to create historically accurate products, or whether accuracy is sacrificed in favor of narrative needs. Initially, relevant elements of Norse mythology are analyzed; both the divine families, the Ӕsir and the Vanir, are described, with significant attention given to Odin and, to a lesser extent, Freyja, figures most closely associated with runes. The analysis then proceeds to explore the importance of the cosmic tree Yggdrasill and the influence of magic in the Norse world. The focus then shifts specifically to the theme of runes, considering the etymology of the term, their origins, dissemination, and usage, specifically in the Viking Age in Scandinavia, in order to maintain consistency with the chosen primary sources. Following this preliminary process, the paper entirely focuses on the two primary sources, Vikings and God of War; concepts such as Medievalism and its recent evolution into Neomedievalism are clarified, followed by an analysis of the two case studies in light of the considerations developed in the preliminary chapters. The dissertation then concludes with an analysis of the actual use of runes in the case studies – carried out through the photographic material collected from both sources – to observe how these inscriptions are created and used, thus verifying the terms under which their usage is conceived. The analysis demonstrated that both the TV series Vikings and the video game God of War display an adequate understanding of the subject matter, allowing them to make a sensible and credible use of runes, even if few discrepancies and less legitimate examples emerged. In both cases, the commitment to historical reconstruction is respected, offering a historically accurate product (albeit to varying degrees), while balancing the specific limitations and requirements that such media products must observe.File | Dimensione | Formato | |
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https://hdl.handle.net/20.500.12608/74185