poster - influencing factors in game adaptation

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Game adaptations of narratives from other media are based not just hypertextually on their source texts But also intertextually on other games and games conventions, on technological resources and constraints Besides textual influences, game adaptations are also strongly shaped by extratextual conditions of production ( budgets, technology, editorial guidelines, established industrial practices and perceptions of target audiences.), all of which influence the ways in which game adaptations translate existing narratives. I’d like to propose the term EXTRATEXTUALITY to encompass the analysis of this type of factors – the non- textual influences on the text In summary, producers manage a series of resources and constraints to produce games and meet the expectations of different audiences: from book readers to film fans, to game players; game producers are influenced by source texts, previous adaptations, other In this poster I want to tell you about a case study that illustrates the flows of cultural production between books, TV and digital games; It shows how book stories are expanded into other media, how narratives are translated, and how audience flows are taken into consideration The property under the microscope is Muddle Earth. This was essentially a study of game production, and followed the adaptation journey of Muddle Earth from a children’s book, into a BBC TV series, and finally into a game The main goal of the study was to explore what happens to the source narrative in this journey - how it is continued, how it is transformed, and integrated into the language and conventions of the new media The ME game adaptation was essentially a translation of an existing narrative into a new medium, the game medium, which uses a mix of remediated and specific devices for telling stories; this adaptation as translation means that changes are inevitable, even necessary. For game producers, adapting a book or a cartoon into a game means leading with a series of resources and constraints; I’d like to briefly propose a model to look at game adaptations in this light…

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Post on 15-May-2015

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Here I present a model to look at game adaptations. Feel free to download it, but if using it please mention me as author - and a LIKE would be nice. Game adaptations of books / cartoons / films are influenced by three main things: 1) the source / 'original' works - narrative adaptation; 2) game medium: practices, genres, language, etc. ; and 3) 'external' factors such as budgets, editorial guidelines, cultural perceptions of audience, etc. Knowing this can help plan adaptations - and help make them better. Poster based on MA research into adaptation of books into cartoon and videogame. Introduces the concept of 'extratextuality', or extratextual factors (like modes of production) to explain the results of game production / adaptation in conjunction with the influence of source / derived works and other games (hyper- and inter-textuality).

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Page 1: Poster - influencing factors in game adaptation

Game adaptations of narratives from other media are based not just hypertextually on their source texts

But also intertextually on other games and games conventions, on technological resources and constraints

Besides textual influences, game adaptations are also strongly shaped by extratextual conditions of production (budgets, technology, editorial guidelines, established industrial practices and perceptions of target audiences.), all of which influence the ways in which game adaptations translate existing narratives. I’d like to propose the term EXTRATEXTUALITY to encompass the analysis of this type of factors – the non-textual influences on the text

In summary, producers manage a series of resources and constraints to produce games and meet the expectations of different audiences: from book readers to film fans, to game players; game producers are influenced by source texts, previous adaptations, other games, game genres and gaming conventions, and so on… all framed by EXTRATEXTUAL factors of production.

Want to use or help me improve this model? Email me: [email protected] © Claudio Pires Franco, 2014

• In this poster I want to tell you about a case study that illustrates the flows of cultural production between books, TV and digital games; It shows how book stories are expanded into other media, how narratives are translated, and how audience flows are taken into consideration

• The property under the microscope is Muddle Earth. This was essentially a study of game production, and followed the adaptation journey of Muddle Earth from a children’s book, into a BBC TV series, and finally into a game

• The main goal of the study was to explore what happens to the source narrative in this journey - how it is continued, how it is transformed, and integrated into the language and conventions of the new media

• The ME game adaptation was essentially a translation of an existing narrative into a new medium, the game medium, which uses a mix of remediated and specific devices for telling stories; this adaptation as translation means that changes are inevitable, even necessary. For game producers, adapting a book or a cartoon into a game means leading with a series of resources and constraints; I’d like to briefly propose a model to look at game adaptations in this light…