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[2] Campbell's theories regarding the concept of a "monomyth" have been the subject of criticism from scholars, particularly folklorists, who have dismissed the concept as a non-scholarly approach suffering from source-selection bias, among other criticisms. More recently, the hero's journey has been analyzed as an example of the sympathetic ...
The major contribution of The American Monomyth is a re-thinking of Joseph Campbell's famous classical monomyth from his 1949 book The Hero With a Thousand Faces. Campbell's monomyth described a universal narrative of the myth of the hero's journey which he claimed had disappeared in contemporary culture.
The similarities of these myths brought Campbell to write his book in which he details the structure of the monomyth. He calls the motif of the archetypal narrative, "the hero's adventure". In a well-known passage from the introduction to The Hero with a Thousand Faces, Campbell summarizes the monomyth:
In contrast, Jewett and Lawrence define the American monomyth as: A community in a harmonious paradise is threatened by evil; normal institutions fail to contend with this threat; a selfless superhero emerges to renounce temptations and carry out the redemptive task; aided by fate, his decisive victory restores the community to its paradisiacal ...
According to Marquard, the chief example of a monomyth is that of world history as progress toward emancipation. This myth emerged in the mid-18th century philosophy of history and turned "histories" into the singular "history". [19] Marquard calls it the second end of polymythical thinking; the first was the end of religious polytheism.
The Hero with a Thousand Faces: An article which I understand to be a discussion of Campbell's seminal 1949 book, which applied the term monomyth to the underlying structure of the Hero's journey. Monomyth: An article which appears to be focused on the application of the monomyth structure in modern movies and other writing.
[2] Shannon Appelcline, in the 2014 book Designers & Dragons: The '90s, commented that "Aria was a massive undertaking released as two volumes, Aria Worlds (1994) and Aria Roleplaying (1994). It grew from a concept of creating societies for game worlds and evolved into a game system containing some of the most innovative ideas found in 20 years ...