https://revistas.ucm.es/index.php/AMAL/issue/feedAmaltea. Revista de mitocrítica2024-06-25T08:54:02+00:00José Manuel Correosoamaltea@filol.ucm.esOpen Journal Systems<p><em>Amaltea</em> (ISSN-e 1989-1709) is a journal of myth criticism founded by José Manuel Losada in 2008, intricately linked to <em>Asteria, International Association of Myth Criticism</em>. It looks at how ancient, medieval and modern myths were accepted in literature and the arts from 1900 to the present day. It publishes articles in English and Spanish.</p>https://revistas.ucm.es/index.php/AMAL/article/view/90326Hubris and Nemesis: the Myth of Oedipus and Identity in Crossed: Wish You Were Here2024-02-19T09:39:18+00:00Jaime Segura San Migueljaimesegurasanmiguel@ucm.es<p>The themes of past sins have occupied our collective imagination since the dawn of humankind. The ways in which characters are faced with their nemesis have changed throughout history, but the structure of the myth permeates our culture even nowadays. In this essay, Shaky from Simon Spurrier’s <em>Crossed: Wish You Were Here</em> is analysed and compared to Sophocles’ <em>Oedipus Rex</em> to determine if this myth still accurately represents some of our oldest fears, if its structure still serves the purpose of identifying anxieties in our culture, and it the Oedipal process can help explain Shaky’s search for identity.</p>2024-02-19T00:00:00+00:00Copyright (c) 2024 Amaltea. Revista de mitocríticahttps://revistas.ucm.es/index.php/AMAL/article/view/87904Rewriting the Myth of Atalanta: Cross-Dressing and Gender Equality in Emily Hauser’s For the Winner2024-02-28T07:30:40+00:00Daniel Nisa Cáceresdniscac@upo.es<p>This article studies Emily Hauser’s <em>For the Winner</em> (2017), a contemporary reimagining of the myth of Atalanta. This novel belongs to a women-authored literary mode that gives prominence and a voice to classical female characters and myths. Close examination of the politics of cross-dressing, as well as how Atalanta’s mythic identity is reconstructed as a heroine undaunted by gender lines reveals that Hauser’s approach constitutes a central site for ascribing meanings of determination, agency, and gender equality, thus culturally repositioning the male-centredness of her canonical representations and providing a feminist reinscription of the myth.</p>2024-02-28T00:00:00+00:00Copyright (c) 2024 Amaltea. Revista de mitocríticahttps://revistas.ucm.es/index.php/AMAL/article/view/91856The mystery of Medea: the original meaning of the character in literature and cinema2024-06-25T08:54:02+00:00Encarnación Fernández Gómezencatea@yahoo.es<p><span style="vertical-align: inherit;">Within cinematographic art – unlike literary art – the character of Medea has been brought to the screen in the absence of condemnatory meanings of a moral nature. The primordial essence of the myth of Medea in the cinema is presented unrelated to the philosophical, scientific and rational point of view, since its ultimate meaning escapes even the literary language itself. Certainly, the most outstanding cinematographic creators have given life to this mythological figure in relation to the ineffable, that is, as an imaginary archetype that produces meaning: united with the symbolic, the silence, mystery and art.<br /></span></p>2024-06-25T00:00:00+00:00Copyright (c) 2024 Amaltea. Revista de mitocríticahttps://revistas.ucm.es/index.php/AMAL/article/view/90062Narrativity and myth in epic fantasy open-world videogames. Textual, environmental and performative myths2024-05-29T06:40:40+00:00Antonio Castro Balbuenaacb231@ual.es<p>This essay studies narrativity and myth in the video game. With this objective, we explore the relevance of the narrative elements in this medium, such as the characters and the space, with the inclusion of a unique characteristic: the interaction. Based on the connection of the video game with space stories, such as epic fantasy, we delve into the relevance of myth in open-world video games to propose a classification of myths in this medium: textual myths, closer to tradition and expressed in verbal form; environmental myths, the result of the hypermedia condition of the video game and the player's archaeological behavior; and performative myths, created by the player with his decisions and movements. Finally, this proposal is developed through a brief analysis of two open-world video games: <em>World of Warcraft</em> and <em>Dark Souls III</em>.</p>2024-05-29T00:00:00+00:00Copyright (c) 2024 Amaltea. Revista de mitocríticahttps://revistas.ucm.es/index.php/AMAL/article/view/92601Vaz da Silva, Francisco. The Meanings of Enchantment. Wondertale Symbolism Revisited. The Kalevala Society, 2023. ISBN: 978-952-9534-05-0. 218 pp2023-11-19T16:28:50+00:00Patricia Rojo Lemosprojo02@ucm.es2024-04-08T00:00:00+00:00Copyright (c) 2024 Amaltea. Revista de mitocrítica