Adventure

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People on a coracle

An adventure is an exciting experience or undertaking that is typically bold, sometimes risky. [1] Adventures may be activities with danger such as traveling, exploring, skydiving, mountain climbing, scuba diving, river rafting, or other extreme sports. Adventures are often undertaken to create psychological arousal or in order to achieve a greater goal, such as the pursuit of knowledge that can only be obtained by such activities.

Contents

Motivation

Adventurous experiences create psychological arousal, [2] which can be interpreted as negative (e.g. fear) or positive (e.g. flow). For some people, adventure becomes a major pursuit in and of itself. According to adventurer André Malraux, in his Man's Fate (1933), "If a man is not ready to risk his life, where is his dignity?"

Similarly, Helen Keller stated that "Life is either a daring adventure or nothing." [3]

Outdoor adventurous activities are typically undertaken for the purposes of recreation or excitement: examples are adventure racing and adventure tourism. Adventurous activities can also lead to gains in knowledge, such as those undertaken by explorers and pioneers the British adventurer Jason Lewis, for example, uses adventures to draw global sustainability lessons from living within finite environmental constraints on expeditions to share with schoolchildren. Adventure education intentionally uses challenging experiences for learning.

Author Jon Levy suggests that an experience should meet several criteria to be considered an adventure: [4]

  1. Be remarkable—that is, worth talking about
  2. Involve adversity or perceived risk
  3. Bring about personal growth.

Mythology and fiction

Some of the oldest and most widespread stories in the world are stories of adventure, such as Homer's Odyssey . [5] [6] [7]

The knight errant was the form the "adventure seeker" character took in the Late Middle Ages.

Adventure fiction exhibits these "protagonist on adventurous journey" characteristics, as do many popular feature films, such as Star Wars [8] and Raiders of the Lost Ark . [9]

Lewis Carroll's Alice's Adventures in Wonderland is a well-known example of a fantasized adventure story. Alice's Adventures in Wonderland - Carroll, Robinson - S001 - Cover.jpg
Lewis Carroll's Alice's Adventures in Wonderland is a well-known example of a fantasized adventure story.

Outdoors

Adventure books may have the theme of the hero or main character going to face the wilderness or Mother Nature. Examples include books such as Hatchet or My Side of the Mountain . These books are less about "questing", such as in mythology or other adventure novels, but more about surviving on their own, living off the land, gaining new experiences, and becoming closer to the natural world.

Questing

Many adventures are based on the idea of a quest: the hero goes off in pursuit of a reward, whether it be a skill, prize, treasure, or perhaps the safety of a person. On the way, the hero must overcome various obstacles to obtain their reward.

Video games

In video game culture, an adventure game is a video game in which the player assumes the role of a protagonist in an interactive story driven by exploration and puzzle solving. [10] The genre's focus on story allows it to draw heavily from other narrative-based media, literature and film, encompassing a wide variety of literary genres. Many adventure games (text and graphic) are designed for a single player, since this emphasis on story and character makes multi-player design difficult. [11]

Nonfiction works

From ancient times, travelers and explorers have written about their adventures. [12] Journals which became best-sellers in their day were written, such as Marco Polo's journal The Travels of Marco Polo or Mark Twain's Roughing It . Others were personal journals, only later published, such as the journals of Meriwether Lewis and William Clark or Captain James Cook's journals. There are also books written by those not directly a part of the adventure in question, such as The Right Stuff by Tom Wolfe or books written by those participating in the adventure but in a format other than that of a journal, such as Conquistadors of the Useless by Lionel Terray. Documentaries often use the theme of adventure as well.

Adventure sports

There are many sports classified as adventure sports, due to their inherent danger and excitement. Some of these include mountain climbing, skydiving, or other extreme sports.

See also

Related Research Articles

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Quest for Glory is a series of hybrid adventure/role-playing video games, which were designed by Corey and Lori Ann Cole. The series was created in the Sierra Creative Interpreter, a toolset developed at Sierra specifically to assist with adventure game development. The series combines humor, puzzle elements, themes and characters borrowed from various legends, puns, and memorable characters, creating a 5-part series in the Sierra stable.

In Irish mythology, Mag Mell is one of the names for the Celtic Otherworld, a mythical realm achievable through death and/or glory. Unlike the underworld in some mythologies, Mag Mell was a pleasurable paradise, identified as either an island far to the west of Ireland or a kingdom beneath the ocean. However, Mag Mell was similar to the fields of Elysium in Greek mythology, and, like the fields of Elysium, was accessible only to a select few. Furthermore, Mag Mell, like the numerous other mystical islands said to be off the coast of Ireland, was never explicitly stated in any surviving mythological account to be an afterlife. Rather, it is usually portrayed as a paradise populated by deities, which is occasionally visited by some adventurous mortals. In its island guise it was visited by various Irish heroes and monks forming the basis of the Adventure Myth or "echtrae" as defined by Myles Dillon in his book Early Irish Literature. This otherworld is a place where sickness and death do not exist. It is a place of eternal youth and beauty. Here, music, strength, life and all pleasurable pursuits come together in a single place. Here happiness lasts forever, no one wants for food or drink. It is the Irish equivalent of the Greek Elysium or the Valhalla of the Norse.

<span class="mw-page-title-main">Rihla</span> Genre of Arabic travel literature

Riḥla refers to both a journey and the written account of that journey, or travelogue. It constitutes a genre of Arabic literature. Associated with the medieval Islamic notion of "travel in search of knowledge", the riḥla as a genre of medieval and early-modern Arabic literature usually describes a journey taken with the intent of performing the Hajj, but can include an itinerary that vastly exceeds that original route. The classical riḥla in medieval Arabic travel literature, like those written by Ibn Battuta and Ibn Jubayr, includes a description of the "personalities, places, governments, customs, and curiosities" experienced by traveler, and usually within the boundaries of the Muslim world. However, the term rihla can be applied to other Arabic travel narratives describing journeys taken for reasons other than pilgrimage; for instance the 19th century riḥlas of Muhammad as-Saffar and Rifa'a al-Tahtawi both follow conventions of the riḥla genre by recording not only the journey to France from Morocco and Egypt, respectively, but also their experiences and observations.

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References

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  10. Adams, Ernest (29 December 1999). "The Designer's Notebook: Three Problems for Interactive Storytellers". Game Developer . p. 43. Archived from the original on 10 May 2010. Retrieved 9 June 2010.
  11. Hitchens, Joe (2002). "Special Issues in Multi player Game Design". In Laramée, François-Dominic (ed.). Game Design Perspectives. Charles River Media. p. 258. ISBN   1584500905.
  12. "16 Famous Explorers and Their Incredible Stories". The Art of Travel: Wander, Explore, Discover. 4 December 2018. Archived from the original on 19 December 2021. Retrieved 19 December 2021.