In narratology and comparative mythology, the monomyth, or the hero's journey, is the common template of a broad category of tales and lore that involves a hero who goes on an adventure, and in a decisive crisis wins a victory, and then comes home changed or transformed. The study of hero myth narratives started in 1871 with anthropologist Edward Burnett Tylor's observations of common patterns in plots of heroes' journeys. Later on, others introduced various theories on hero myth narratives such as Otto Rank and his Freudian psychoanalytic approach to myth, Lord Raglan's unification of myth and rituals, and eventually hero myth pattern studies were popularized by Joseph Campbell, who was influenced by Carl Jung's view of myth. https://en.wikipedia.org/wiki/Hero%27s_journey
- 2019: thread with Buster Benson: What non-game web/app does best at selling/leading user on complex Hero's Journey of accomplishment?... I was thinking of cases, typically a business, where you have a medium sized group that signs on for the concept. But you're trying to get 50% of them to succeed. Buster: Almost all health/behavior apps I've build and/or evaluated have a ceiling of ~15% success rate defined as 3-month retention. Not 50%. I have lots of ideas why but not many ideas for how to improve that. The "truefan" % that I've seen is closer to 3-5% of an audience...
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