”Alice in Nightmareland” – American McGee’s Alice and Alice Madness Returns Games as Gloomy Interpretations of Lewis Carroll’s Works
PDF (Język Polski)
EPUB (Język Polski)
MOBI (Język Polski)

Keywords

adaptation
authorship
remediation
narration
video games

How to Cite

Chojnacki, M. M. (2016). ”Alice in Nightmareland” – American McGee’s Alice and Alice Madness Returns Games as Gloomy Interpretations of Lewis Carroll’s Works. Porównania, 19, 171–182. https://doi.org/10.14746/p.2016.19.10270

Abstract

The author of this paper analyses two video games created by American J. McGee and which are an interesting example of borrowing adaptation accomplished within digital interactive medium. Article also considers the issues of intersemiotic translation in an unstable narrative text, authorship strategy realized by original interpretation of the source material and using themes, characters, events, and places from the original in navigational virtual space. Author points out the multiplicity of possible readings of these titles content while paying attention to the maturity of the medium of video games and their adaptive potential.

https://doi.org/10.14746/p.2016.19.10270
PDF (Język Polski)
EPUB (Język Polski)
MOBI (Język Polski)

References

Aarseth, Espen. „The Game and its Name: What is a Game Auteur?”. Visual Authorship: Creativity and Intentionality in Media. Red. T. Grodal, B. Larsen, I.T. Laursen. Copenhagen: Museum Tusculanum Press, 2005. S. 261–269.

Alice: Madness Returns. Spicy Horse, Electronic Arts Inc., 2011.

American McGee Alice. Rogue Entertainment, Electronic Arts Inc., 2000.

Andrew, Dudley. Concepts in Film Theory. Oxford: Oxford University Press, 1984.

Ashcraft, Brian. The Search For The Video Game Auteurs. Web. 08.10.2015. http://kotaku.com/5477174/the-search-for-the-video-game-auteurs

Bolter Jay David, Grusin Richard. Remediation: Understanding New Media. Cambridge: MIT Press, 2000.

Chojnacki, Marcin Mateusz. „Wirtualna kamera i jej zastosowanie w grach wideo”. Patrzenie i widzenie w kontekstach kulturoznawczych. Red. J. Dziewit, M. Kołodziej, A. Pisarek. Katowice: grupakulturalna.pl, 2016. S. 305–319.

Demirbaş, Yavuz. „Video Games and Auteur Theory”. International Design and Cinema Conference, Design

Cinema, Istanbul 2008. Web. 08.10.2015. ftp://ftparch.emu.edu.tr/Courses/arch/Arch501/08–09-fall-info/papers/17.pdf

Jenkins, Henry. „Game design as Narrative Architecture”. First Person: New Media as Story, Performance and Game. Red. N. Wardrip-Fruin, P. Harrigan. Cambridge: MIT Press, 2004. S. 118–130.

Johannessen, Finn-Henning. Alice in Wonderland: Development of Alice’s Identity within Adaptations. Niepublikowana praca magisterska. Uniwersytet w Tromsø, 2011.

Kallay, Jasmina. „Rethinking Genre in Computer Games: How Narrative Psychology Connects Game and Story”. Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions. Red. R. Van Eck. Hershey: Information Science Publishing, 2010. S. 30–49.

Kłys, Tomasz. „Film niemiecki w epoce wilhelmińskiej i weimarskiej”. Kino nieme. Historia kina. T. 1. Red. T. Lubelski, I. Sowińska, R. Syska. Kraków: Universitas, 2010. S. 408–424.

Marshall, David, red. The Art of Alice: Madness Returns. Milwaukie: Dark Horse Books, 2011.

Martin, Cathlena. „Wonderland’s become quite strange: From Lewis Carroll’s Alice to American Mc-Gee’s Alice”. Beyond Adaptation: Essays on Radical Transformations of Original Works. Red. P. Frus, C. Williams. Jefferson: McFarland, 2010.

McKenna, Tracey. The Modern Alice Adaptations in Novel, Film and Video Game from 2000–2012. Niepublikowana praca magisterska, Uniwersytet w Waterloo, 2012.

Moore, Michael Ryan. „Adaptation and New Media”. Adaptation 2 (2010). S. 1–14.

Murray, Janet. Hamlet on the Holodeck. The Future of Narrative in Cyberspace. New York: MIT Press, 1998.

Niedenthal, Simon. „Patterns of obscurity: Gothic setting and light in Resident Evil 4 and Silent Hill 2”. Horror Video Games: Essays on the Fusion of Fear and Play. Red. B. Perron. Jefferson: McFarland & Company, 2009. S. 168–180.

Nitsche, Michael. Focalization in 3D Video Games. Web. 18.02.2017. http://dm.lcc.gatech.edu/~nitsche/download/Nitsche_Focalization_05.pdf

Nitsche, Michael. Video Game Spaces. Image, Play, and Structure in 3D Game Worlds. Cambridge: MIT Press, 2008.

Robertson, Adrien. „The New Tale: Locating the Fairy Tale in New Media Narrative”. Verso: An Undergraduate Journal of Literary Criticism 1 (2012). Web. 08.10.2015. https://ojs.library.dal.ca/verso/issue/view/46

Rogers, Scott. Level Up! The Guide To Great Video Game Design. Chichester: John Wiley & Sons, 2010.

Siemann, Catherine. „But I’m grown up now: Alice in the Twenty-First Century”. Neo-Victorian Studies, 1 (2012). S. 175–201.

Tortolani, Erica. „Citizenship in a Nightmare Country”: German Expressionist Film and Freud’s Dream Theory. 2003. Web. 18.02.2017. http://digitalcommons.ric.edu/cgi/viewcontent.cgi?article=1074&-context=honors_projects

Van Looy, Jan. „Games and Self-Imagining, a Comparative Media Perspective”, Eludamos 1 (2009). S. 57–68.