APA 6th Edition Klaus, S. (2010). Heroes in Virtual Space. Studia ethnologica Croatica, 22 (1), 361-391. Preuzeto s https://hrcak.srce.hr/62258
MLA 8th Edition Klaus, Simona. "Heroes in Virtual Space." Studia ethnologica Croatica, vol. 22, br. 1, 2010, str. 361-391. https://hrcak.srce.hr/62258. Citirano 06.05.2021.
Chicago 17th Edition Klaus, Simona. "Heroes in Virtual Space." Studia ethnologica Croatica 22, br. 1 (2010): 361-391. https://hrcak.srce.hr/62258
Harvard Klaus, S. (2010). 'Heroes in Virtual Space', Studia ethnologica Croatica, 22(1), str. 361-391. Preuzeto s: https://hrcak.srce.hr/62258 (Datum pristupa: 06.05.2021.)
Vancouver Klaus S. Heroes in Virtual Space. Studia ethnologica Croatica [Internet]. 2010 [pristupljeno 06.05.2021.];22(1):361-391. Dostupno na: https://hrcak.srce.hr/62258
IEEE S. Klaus, "Heroes in Virtual Space", Studia ethnologica Croatica, vol.22, br. 1, str. 361-391, 2010. [Online]. Dostupno na: https://hrcak.srce.hr/62258. [Citirano: 06.05.2021.]
Sažetak We live in a consumer society in which human existence is guided into a never-ending search for fun and pleasure. Global communication flows transport various folklore elements and in this process they gain new shapes and meanings. It is interesting to observe how folklore or mythological elements, in our case hero patterns, appear in computer technology, especially in computer games. The focus of this paper is on the quests of virtual and classical heroes. I will argue that folklore elements are reproduced in modern media such as computer games.