Wreck it Ralph
The Hero’s Journey is a pattern of narrative identified by the American scholar Joseph Campbell . It describes the typical adventure of the archetype known as The Hero creating a list of similarities between different mythical heroes, and created what we know now as the Hero's Journey, I will now apply this journey to Ralph of the movie Wreck It Ralph.
The Hero has a "home" that s/he thinks is normal, familiar, and common. In this case Ralph's home is the dump observing the Nicelander's penthouse.
Call to Adventure
Something shakes up the situation, either from external pressures or from something rising up from deep within, so the hero must face the beginnings of change. In Wreck it Ralph, Ralph is determined to win a gold medal.
Refusal of the Call
The hero feels the fear of the unknown and tries to turn away from the adventure, however briefly. Alternately, another character may express the uncertainty and danger ahead. Ralph decides to go "turbo" and accomplish his goal of winning a medal of heroes.
The Hero when comes across a seasoned traveler of the worlds who gives him or her training, equipment, or advice that will help on the journey. Ralph goes to his close companion Tapper, for advice on how he is able to earn a medal.
CROSSING THE THRESHOLD
The hero commits to leaving his comfort zone and walks alone, entering a new region or condition with unfamiliar rules and values. Ralph enters Sugar Rush, losing his medal, he must now need to find a way out and complete his "mission."
TESTS, ALLIES AND ENEMIES
The hero is tested and sorts out allegiances in the Special World. allowing the hero to discover a part of themselves that they had no idea existed. Ralph's medal has been taken by Vanellope and is now determined to get it back by helping her win the race.
Meeting a Soul Mate
The hero and new found allies prepare for the major challenge in the Special world. Ralph meets Vanellope and are both now determined to win the race.
Someone or something attempts to destroy the journey itself. The hero and new found allies prepare for the major challenge in the Special world. King Candy tries to destroy Ralph and Vanellope's chances of winning.
Viewing the Whole
Near the middle of the story, the hero enters a central space in the Special World and confronts death or faces his or her greatest fear. Out of the moment of death comes a new life. Ralph begins to train Venellope wanting to free her from being labeled as a glitch.
The Ultimate Goal
The hero takes possession of the treasure won by facing death. There may be celebration, but there is also danger of losing the treasure again. King candy gives Ralph a medal as long as he prevents Vanellope from racing to keep her safe.
Refusing to Return
The hero refuses to return home and wishes to rather stay in the threshold and be enlightened. In the hands of danger, Ralph refuses to go to safety without Vanellope due to her incapability of leaving the game.
At the climax, the hero is severely tested once more on the threshold of home. He or she is purified by a last sacrifice, another moment of death and rebirth, but on a higher and more complete level. By the hero’s action, the polarities that were in conflict at the beginning are finally resolved. Ralph is willing to sacrifice his life in order to save Vanellope and Sugar Rush.
RETURN WITH THE ELIXIR
The hero returns home or continues the journey, bearing some element of the treasure that has the power to transform the world as the hero has been transformed. Ralph helps Vanellope take her rightful place in Sugar Rush, returning to his game as the "good guy." He has now gained the friendship of the Nicelanders.