DescriptionThis dissertation contextualizes young people’s experiences with and women’s nostalgic memories of videogames from the highly acclaimed Legend of Zelda series through looking at the videogames themselves and beyond them to licensed materials and fanart. My intervention heeds girlhood studies scholars Clare Bradford and Mavis Reimer’s call for interdisciplinary mixed methodology. By adding examinations of Zelda visual and material culture, my methodology expands on gender and media studies scholar Valerie Walkerdine’s praxis connecting young people’s gendered experiences of videogames with their gameplay and sociality. Finally, my work furthers artist and videogame historian Rachel Simone Weil’s conversation surrounding the misogynistic exclusivity of retro videogame revival nostalgia. I actively work against reifying the gender and age segregation of past historical videogame accounts with this dissertation through expanding possibilities of children’s videogame play by illustrating how sociality, play outside of gaming, and visual and material culture functioned together as part of Zelda gaming experiences and women’s continuing connection to them.