APA 6th Edition Klaus, S. (2010). Heroes in Virtual Space. Studia ethnologica Croatica, 22 (1), 361-391. Retrieved from https://hrcak.srce.hr/62258
MLA 8th Edition Klaus, Simona. "Heroes in Virtual Space." Studia ethnologica Croatica, vol. 22, no. 1, 2010, pp. 361-391. https://hrcak.srce.hr/62258. Accessed 19 Oct. 2020.
Chicago 17th Edition Klaus, Simona. "Heroes in Virtual Space." Studia ethnologica Croatica 22, no. 1 (2010): 361-391. https://hrcak.srce.hr/62258
Harvard Klaus, S. (2010). 'Heroes in Virtual Space', Studia ethnologica Croatica, 22(1), pp. 361-391. Available at: https://hrcak.srce.hr/62258 (Accessed 19 October 2020)
Vancouver Klaus S. Heroes in Virtual Space. Studia ethnologica Croatica [Internet]. 2010 [cited 2020 October 19];22(1):361-391. Available from: https://hrcak.srce.hr/62258
IEEE S. Klaus, "Heroes in Virtual Space", Studia ethnologica Croatica, vol.22, no. 1, pp. 361-391, 2010. [Online]. Available: https://hrcak.srce.hr/62258. [Accessed: 19 October 2020]
Abstracts 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.