Adaptation in the Age of Media Convergence
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The Art of Adaptation
Ritgerð til M.A.-prófs Bókmenntir, Menning og Miðlun The Art of Adaptation The move from page to stage/screen, as seen through three films Margrét Ann Thors 301287-3139 Leiðbeinandi: Guðrún Björk Guðsteinsdóttir Janúar 2020 2 Big TAKK to ÓBS, “Óskar Helps,” for being IMDB and the (very) best 3 Abstract This paper looks at the art of adaptation, specifically the move from page to screen/stage, through the lens of three films from the early aughts: Spike Jonze’s Adaptation, Alejandro González Iñárritu’s Birdman, or The Unexpected Virtue of Ignorance, and Joel and Ethan Coen’s O Brother, Where Art Thou? The analysis identifies three main adaptation-related themes woven throughout each of these films, namely, duality/the double, artistic madness/genius, and meta- commentary on the art of adaptation. Ultimately, the paper seeks to argue that contrary to common opinion, adaptations need not be viewed as derivatives of or secondary to their source text; rather, just as in nature species shift, change, and evolve over time to better suit their environment, so too do (and should) narratives change to suit new media, cultural mores, and modes of storytelling. The analysis begins with a theoretical framing that draws on T.S. Eliot’s, Linda Hutcheon’s, Kamilla Elliott’s, and Julie Sanders’s thoughts about the art of adaptation. The framing then extends to notions of duality/the double and artistic madness/genius, both of which feature prominently in the films discussed herein. Finally, the framing concludes with a discussion of postmodernism, and the basis on which these films can be situated within the postmodern artistic landscape. -
Confronting the Challenges of Participatory Culture: Media Education for the 21St Century
An occasional paper on digital media and learning Confronting the Challenges of Participatory Culture: Media Education for the 21st Century Henry Jenkins, Director of the Comparative Media Studies Program at the Massachusetts Institute of Technology with Katie Clinton Ravi Purushotma Alice J. Robison Margaret Weigel Building the new field of digital media and learning The MacArthur Foundation launched its five-year, $50 million digital media and learning initiative in 2006 to help determine how digital technologies are changing the way young people learn, play, socialize, and participate in civic life.Answers are critical to developing educational and other social institutions that can meet the needs of this and future generations. The initiative is both marshaling what it is already known about the field and seeding innovation for continued growth. For more information, visit www.digitallearning.macfound.org.To engage in conversations about these projects and the field of digital learning, visit the Spotlight blog at spotlight.macfound.org. About the MacArthur Foundation The John D. and Catherine T. MacArthur Foundation is a private, independent grantmaking institution dedicated to helping groups and individuals foster lasting improvement in the human condition.With assets of $5.5 billion, the Foundation makes grants totaling approximately $200 million annually. For more information or to sign up for MacArthur’s monthly electronic newsletter, visit www.macfound.org. The MacArthur Foundation 140 South Dearborn Street, Suite 1200 Chicago, Illinois 60603 Tel.(312) 726-8000 www.digitallearning.macfound.org An occasional paper on digital media and learning Confronting the Challenges of Participatory Culture: Media Education for the 21st Century Henry Jenkins, Director of the Comparative Media Studies Program at the Massachusetts Institute of Technology with Katie Clinton Ravi Purushotma Alice J. -
Film Adaptation As an Act of Communication: Adopting a Translation-Oriented Approach to the Analysis of Adaptation Shifts Katerina Perdikaki
Document generated on 09/30/2021 1:10 p.m. Meta Journal des traducteurs Translators’ Journal Film Adaptation as an Act of Communication: Adopting a Translation-oriented Approach to the Analysis of Adaptation Shifts Katerina Perdikaki Volume 62, Number 1, April 2017 Article abstract Contemporary theoretical trends in Adaptation Studies and Translation Studies URI: https://id.erudit.org/iderudit/1040464ar (Aragay 2005; Catrysse 2014; Milton 2009; Venuti 2007) envisage synergies DOI: https://doi.org/10.7202/1040464ar between the two areas that can contribute to the sociocultural and artistic value of adaptations. This suggests the application of theoretical insights See table of contents derived from Translation Studies to the adaptation of novels for the screen (i.e., film adaptations). It is argued that the process of transposing a novel into a filmic product entails an act of bidirectional communication between the book, Publisher(s) the novel and the involved contexts of production and reception. Particular emphasis is placed on the role that context plays in this communication. Les Presses de l’Université de Montréal Context here is taken to include paratextual material pertinent to the adapted text and to the film. Such paratext may lead to fruitful analyses of adaptations ISSN and, thus, surpass the myopic criterion of fidelity which has traditionally dominated Adaptation Studies. The analysis uses examples of adaptation shifts 0026-0452 (print) (i.e., changes between the source novel and the film adaptation) from the film 1492-1421 (digital) P.S. I Love You (LaGravenese 2007), which are examined against interviews of the author, the director and the cast, the film trailer and one film review. -
Literature on Screen, a History: in the Gap Timothy Corrigan University of Pennsylvania, [email protected]
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by ScholarlyCommons@Penn University of Pennsylvania ScholarlyCommons Departmental Papers (CIMS) Cinema and Media Studies Program 9-2007 Literature on Screen, A History: In the Gap Timothy Corrigan University of Pennsylvania, [email protected] Follow this and additional works at: http://repository.upenn.edu/cims_papers Part of the English Language and Literature Commons, Film Production Commons, and the Mass Communication Commons Recommended Citation (OVERRIDE) Corrigan, T. (2007). Literature on Screen, A History: In the Gap. In D. Cartmell & I. Whelehan (Eds.), The aC mbridge Companion to Literature on Screen (pp. 29-44). New York: Cambridge University Press. [10.1017/CCOL0521849624.003] This paper is posted at ScholarlyCommons. http://repository.upenn.edu/cims_papers/8 For more information, please contact [email protected]. Literature on Screen, A History: In the Gap Abstract Perhaps more than any other film practices, cinematic adaptations have drawn the attention, scorn, and admiration of movie viewers, historians, and scholars since 1895. Indeed, even before this origin of the movies - with the first public projections of films by Auguste and Louis Lumière in France and Max and Emil Skladanowsky in Germany - critical voices worried about how photography had already encroached on traditional aesthetic terrains and disciplines, recuperating and presumably demeaning pictorial or dramatic subjects by adapting them as mechanical reproductions. After 1895, however, film culture moved quickly to turn this cultural anxiety to its advantage, as filmmakers worked to attract audiences with well-known images from books now brought to life as Cinderella (1900), Gulliver's Travels (1902), and The aD mnation of Faust (1904). -
How Lego Constructs a Cross-Promotional Franchise with Video Games David Robert Wooten University of Wisconsin-Milwaukee
University of Wisconsin Milwaukee UWM Digital Commons Theses and Dissertations August 2013 How Lego Constructs a Cross-promotional Franchise with Video Games David Robert Wooten University of Wisconsin-Milwaukee Follow this and additional works at: https://dc.uwm.edu/etd Part of the Mass Communication Commons Recommended Citation Wooten, David Robert, "How Lego Constructs a Cross-promotional Franchise with Video Games" (2013). Theses and Dissertations. 273. https://dc.uwm.edu/etd/273 This Thesis is brought to you for free and open access by UWM Digital Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of UWM Digital Commons. For more information, please contact [email protected]. HOW LEGO CONSTRUCTS A CROSS-PROMOTIONAL FRANCHISE WITH VIDEO GAMES by David Wooten A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts in Media Studies at The University of Wisconsin-Milwaukee August 2013 ABSTRACT HOW LEGO CONSTRUCTS A CROSS-PROMOTIONAL FRANCHISE WITH VIDEO GAMES by David Wooten The University of Wisconsin-Milwaukee, 2013 Under the Supervision of Professor Michael Newman The purpose of this project is to examine how the cross-promotional Lego video game series functions as the site of a complex relationship between a major toy manufacturer and several media conglomerates simultaneously to create this series of licensed texts. The Lego video game series is financially successful outselling traditionally produced licensed video games. The Lego series also receives critical acclaim from both gaming magazine reviews and user reviews. By conducting both an industrial and audience address study, this project displays how texts that begin as promotional products for Hollywood movies and a toy line can grow into their own franchise of releases that stills bolster the original work. -
Transmedia Star Wars
H-PCAACA Call for Chapters: Transmedia Star Wars Discussion published by Sean Guynes on Tuesday, September 6, 2016 CALL FOR CHAPTERS: Star Wars and the History of Transmedia Storytelling Edited by Sean A. Guynes and Dan Hassler-Forest We seek chapter proposals for a volume titledStar Wars and the History of Transmedia Storytelling, which aims to provide an account of the history of the franchise, its transmedia storytelling and world-building strategies, and the consumer practices that have engaged with, contributed to, and sometimes also challenged the development of theStar Wars franchise. We aim to have the collection in print by 2017, the year that marks the 40th anniversary of the first Star Wars film’s release. In those forty years, its narrative, its characters, and its fictional universe have gone far beyond the original film and have spread rapidly across multiple media—including television, books, games, comics, toys, fashion, and theme parks—to become the most lucrative franchise in the current media landscape, recently valued by Forbes at roughly $10 billion. A key goal of this project is to highlight the role and influence ofStar Wars in pushing the boundaries of transmedia storytelling by making world-building a cornerstone of media franchises since the late 1970s. The chapters in this collection will ultimately demonstrate that Star Wars laid the foundations for the forms of convergence culture that rule the media industries today. As a commercial entertainment property and meaningful platform for audience participation,Star Wars created lifelong fans (and consumers) by continuing to develop characters and plots beyond the original text and by spreading that storyworld across as many media platforms as possible. -
Star Wars Video Game Planets
Terrestrial Planets Appearing in Star Wars Video Games In order of release. By LCM Mirei Seppen 1. Star Wars: The Empire Strikes Back (1982) Outer Rim Hoth 2. Star Wars (1983) No Terrestrial Planets 3. Star Wars: Jedi Arena (1983) No Terrestrial Planets 4. Star Wars: Return of the Jedi: Death Star Battle (1983) No Terrestrial Planets 5. Star Wars: Return of the Jedi (1984) Outer Rim Forest Moon of Endor 6. Death Star Interceptor (1985) No Terrestrial Planets 7. Star Wars: The Empire Strikes Back (1985) Outer Rim Hoth 8. Star Wars (1987) Mid Rim Iskalon Outer Rim Hoth (Called 'Tina') Kessel Tatooine Yavin 4 9. Ewoks and the Dandelion Warriors (1987) Outer Rim Forest Moon of Endor 10. Star Wars Droids (1988) Outer Rim Aaron 11. Star Wars (1991) Outer Rim Tatooine Yavin 4 12. Star Wars: Attack on the Death Star (1991) No Terrestrial Planets 13. Star Wars: The Empire Strikes Back (1992) Outer Rim Bespin Dagobah Hoth 14. Super Star Wars 1 (1992) Outer Rim Tatooine Yavin 4 15. Star Wars: X-Wing (1993) No Terrestrial Planets 16. Star Wars Chess (1993) No Terrestrial Planets 17. Star Wars Arcade (1993) No Terrestrial Planets 18. Star Wars: Rebel Assault 1 (1993) Outer Rim Hoth Kolaador Tatooine Yavin 4 19. Super Star Wars 2: The Empire Strikes Back (1993) Outer Rim Bespin Dagobah Hoth 20. Super Star Wars 3: Return of the Jedi (1994) Outer Rim Forest Moon of Endor Tatooine 21. Star Wars: TIE Fighter (1994) No Terrestrial Planets 22. Star Wars: Dark Forces 1 (1995) Core Cal-Seti Coruscant Hutt Space Nar Shaddaa Mid Rim Anteevy Danuta Gromas 16 Talay Outer Rim Anoat Fest Wildspace Orinackra 23. -
Remixology: an Axiology for the 21St Century and Beyond
Found Footage Magazine, Issue #4, March 2018 http://foundfootagemagazine.com/ Remixology: An Axiology for the 21st Century and Beyond David J. Gunkel – Northern Illinois University, USA Despite what is typically said and generally accepted as a kind of unquestioned folk wisdom, you can (and should) judge a book by its cover. This is especially true of my 2016 book with the MIT Press, Of Remixology: Ethics and Aesthetics After Remix (Gunkel 2016). With this book, the cover actually “says it all.” The image that graces the dust jacket (figure 1) is of a street corner in Cheltenham, England, where the street artist believed to be Banksy (although there is no way to confirm this for sure) appropriated a telephone booth by painting figures on a wall at the end of a line of row houses. This “artwork,” which bears the title “Spy Booth,” was then captured in a photographed made by Neil Munns, distributed by way of the Corbis image library, and utilized by Margarita Encomienda (a designer at MIT Press) for the book’s cover. The question that immediately confronts us in this series of re-appropriations and copies of copies is simple: What is original and what is derived? How can we sort out and make sense of questions concerning origination and derivation in situations where one thing is appropriated, reused, and repurposed for something else? What theory of moral and aesthetic value can accommodate and explain these situations where authorship, authority, and origination are already distributed across a network of derivations, borrowings, and re-appropriated found objects? Figure 1 – Cover Image for Of Remixology (MIT Press 2016) The following develops a response to these questions, and it does so in three steps or movements. -
Film Adaptation As the Interface Between Creative Translation and Cultural Transformation
The Journal of Specialised Translation Issue 29 – January 2018 Film adaptation as the interface between creative translation and cultural transformation: The case of Baz Luhrmann’s The Great Gatsby Katerina Perdikaki, University of Surrey ABSTRACT Adaptation is prominent in many facets of the creative industries, such as the performing arts (e.g. theatre, opera) and various forms of media (e.g. film, television, radio, video games). As such, adaptation can be regarded as the creative translation of a narrative from one medium or mode to another. This paper focuses on film adaptation and examines its role in cultural production and dissemination within the broader polysystem (Even-Zohar 1978a). Adaptation has been viewed as a process which can shed light on meaningful questions on a social, cultural and ideological level (cf. Casetti 2004; Corrigan 2014; Venuti 2007). Nevertheless, an integrated framework for the systematic analysis of adaptations seems to have remained under-researched. The paper puts forward a model for adaptation analysis which highlights the factors that condition adaptation as a process and as a product. In this way, adaptation is studied as a system monitored by economic, creative and social agendas which nevertheless transforms the communicating vessels of the literary system and the film industry. To illustrate this, the paper discusses how the two systems and various creative and socioeconomic considerations interlace in the latest film adaptation of The Great Gatsby (Luhrmann 2013). It concludes on the benefits of a holistic approach to adaptation. KEYWORDS Film adaptation, translation, polysystem, paratexts, creative industries, The Great Gatsby. 1. Introduction Adaptations play a crucial part in the contemporary creative industries. -
Henry Jenkins Convergence Culture Where Old and New Media
Henry Jenkins Convergence Culture Where Old and New Media Collide n New York University Press • NewYork and London Skenovano pro studijni ucely NEW YORK UNIVERSITY PRESS New York and London www.nyupress. org © 2006 by New York University All rights reserved Library of Congress Cataloging-in-Publication Data Jenkins, Henry, 1958- Convergence culture : where old and new media collide / Henry Jenkins, p. cm. Includes bibliographical references and index. ISBN-13: 978-0-8147-4281-5 (cloth : alk. paper) ISBN-10: 0-8147-4281-5 (cloth : alk. paper) 1. Mass media and culture—United States. 2. Popular culture—United States. I. Title. P94.65.U6J46 2006 302.230973—dc22 2006007358 New York University Press books are printed on acid-free paper, and their binding materials are chosen for strength and durability. Manufactured in the United States of America c 15 14 13 12 11 p 10 987654321 Skenovano pro studijni ucely Contents Acknowledgments vii Introduction: "Worship at the Altar of Convergence": A New Paradigm for Understanding Media Change 1 1 Spoiling Survivor: The Anatomy of a Knowledge Community 25 2 Buying into American Idol: How We are Being Sold on Reality TV 59 3 Searching for the Origami Unicorn: The Matrix and Transmedia Storytelling 93 4 Quentin Tarantino's Star Wars? Grassroots Creativity Meets the Media Industry 131 5 Why Heather Can Write: Media Literacy and the Harry Potter Wars 169 6 Photoshop for Democracy: The New Relationship between Politics and Popular Culture 206 Conclusion: Democratizing Television? The Politics of Participation 240 Notes 261 Glossary 279 Index 295 About the Author 308 V Skenovano pro studijni ucely Acknowledgments Writing this book has been an epic journey, helped along by many hands. -
The Cultural Logic of Media Convergence
76T 04 040603 (ds) 1/3/04 9:37 am Page 33 ARTICLE INTERNATIONAL journal of CULTURAL studies Copyright © 2004 SAGE Publications London, Thousand Oaks, CA and New Delhi www.sagepublications.com Volume 7(1): 33–43 DOI: 10.1177/1367877904040603 The cultural logic of media convergence ● Henry Jenkins Massachusetts Institute of Technology, USA ABSTRACT ● Responding to the contradictory nature of our current moment of media change, this article will sketch a theory of media convergence that allows us to identify major sites of tension and transition shaping the media environment for the coming decade. Media convergence is more than simply a technological shift. Convergence alters the relationship between existing technologies, industries, markets, genres and audiences. ● KEYWORDS ● collective intelligence ● creative industries The American media environment is now being shaped by two seemingly contradictory trends: on the one hand, new media technologies have lowered production and distribution costs, expanded the range of available delivery channels and enabled consumers to archive, annotate, appropriate and recirculate media content in powerful new ways;1 on the other hand, there has been an alarming concentration of the ownership of mainstream commercial media, with a small handful of multinational media conglom- erates dominating all sectors of the entertainment industry. Few media critics seem capable of keeping both sides of this equation in mind at the same time. Robert McChesney (2000) warns that the range of voices in policy debates will become constrained as media ownership concentrates. Cass Sunstein (2002) worries that fragmentation of the web is apt to result in the loss of shared values and common culture. -
Making European Cult Cinema European Making
TRANSMEDIA Carter Making European Cinema Cult Oliver Carter Making European Cult Cinema Fan Enterprise in an Alternative Economy Making European Cult Cinema Transmedia: Participatory Culture and Media Convergence The book series Transmedia: Participatory Culture and Media Convergence provides a platform for cutting-edge research in the field of media studies, with a strong focus on the impact of digitization, globalization, and fan culture. The series is dedicated to publishing the highest-quality monographs (and exceptional edited collections) on the developing social, cultural, and economic practices surrounding media convergence and audience participation. The term ‘media convergence’ relates to the complex ways in which the production, distribution, and consumption of contemporary media are affected by digitization, while ‘participatory culture’ refers to the changing relationship between media producers and their audiences. Interdisciplinary by its very definition, the series will provide a publishing platform for international scholars doing new and critical research in relevant fields. While the main focus will be on contemporary media culture, the series is also open to research that focuses on the historical forebears of digital convergence culture, including histories of fandom, cross- and transmedia franchises, reception studies and audience ethnographies, and critical approaches to the culture industry and commodity culture. Series editors Dan Hassler-Forest, Utrecht University, the Netherlands Matt Hills, University of Aberystwyth,