Adaptations in the Franchise Era: 2001-16

While adaptation has historically been understood as the transfer of stories from one medium to another (e.g. novels to films), the increased range of media and the growing interconnectedness of media industries in the early 21st century have raised new questions about the forms and functions of adaptation. Adaptations in Convergence Culture reevaluates an adaptation's place in a popular culture marked by the movement of audiences across more media borders than ever before. The term 'convergence culture' refers to the bringing together of old and new media. Digital adaptations (apps, video games, e-literature) are now juxtaposed with old media adaptations (board and card games, tie-in toys) with franchises such as The Avengers, The Hunger Games, and Harry Potter (which is also a theme park.)

Where do adaptations fit within massive franchises that span comics, novels, films, plays, television series, theme parks and video games? Rising scholar Kyle Meikle illuminates the enduring role that adaptation has played into the 21st Century. On the one hand, the production of adaptations has continued apace-not only in film adaptations of novels but in televisual and film adaptations of entire book and comic series. On the other hand, adaptation has emerged as its own productive strategy for the consumers of convergence culture, in practices like fan fiction, modding and remixing. By looking both at the transmedia franchises in which adaptations have played a part and the fan activities surrounding those franchises, we may glean a clearer picture of adaptation in the first decade of the 2000s.

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Adaptations in the Franchise Era: 2001-16

While adaptation has historically been understood as the transfer of stories from one medium to another (e.g. novels to films), the increased range of media and the growing interconnectedness of media industries in the early 21st century have raised new questions about the forms and functions of adaptation. Adaptations in Convergence Culture reevaluates an adaptation's place in a popular culture marked by the movement of audiences across more media borders than ever before. The term 'convergence culture' refers to the bringing together of old and new media. Digital adaptations (apps, video games, e-literature) are now juxtaposed with old media adaptations (board and card games, tie-in toys) with franchises such as The Avengers, The Hunger Games, and Harry Potter (which is also a theme park.)

Where do adaptations fit within massive franchises that span comics, novels, films, plays, television series, theme parks and video games? Rising scholar Kyle Meikle illuminates the enduring role that adaptation has played into the 21st Century. On the one hand, the production of adaptations has continued apace-not only in film adaptations of novels but in televisual and film adaptations of entire book and comic series. On the other hand, adaptation has emerged as its own productive strategy for the consumers of convergence culture, in practices like fan fiction, modding and remixing. By looking both at the transmedia franchises in which adaptations have played a part and the fan activities surrounding those franchises, we may glean a clearer picture of adaptation in the first decade of the 2000s.

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Adaptations in the Franchise Era: 2001-16

Adaptations in the Franchise Era: 2001-16

Adaptations in the Franchise Era: 2001-16

Adaptations in the Franchise Era: 2001-16

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Overview

While adaptation has historically been understood as the transfer of stories from one medium to another (e.g. novels to films), the increased range of media and the growing interconnectedness of media industries in the early 21st century have raised new questions about the forms and functions of adaptation. Adaptations in Convergence Culture reevaluates an adaptation's place in a popular culture marked by the movement of audiences across more media borders than ever before. The term 'convergence culture' refers to the bringing together of old and new media. Digital adaptations (apps, video games, e-literature) are now juxtaposed with old media adaptations (board and card games, tie-in toys) with franchises such as The Avengers, The Hunger Games, and Harry Potter (which is also a theme park.)

Where do adaptations fit within massive franchises that span comics, novels, films, plays, television series, theme parks and video games? Rising scholar Kyle Meikle illuminates the enduring role that adaptation has played into the 21st Century. On the one hand, the production of adaptations has continued apace-not only in film adaptations of novels but in televisual and film adaptations of entire book and comic series. On the other hand, adaptation has emerged as its own productive strategy for the consumers of convergence culture, in practices like fan fiction, modding and remixing. By looking both at the transmedia franchises in which adaptations have played a part and the fan activities surrounding those franchises, we may glean a clearer picture of adaptation in the first decade of the 2000s.


Product Details

ISBN-13: 9781501318719
Publisher: Bloomsbury Academic
Publication date: 01/24/2019
Series: Bloomsbury Adaptation Histories
Pages: 192
Product dimensions: 6.00(w) x 9.00(h) x 0.00(d)

About the Author

Kyle Meikle is an Assistant Professor of English and Communication at the University of Baltimore, USA. His work has appeared in Adaptation, the Jourbanal of Adaptation in Film & Performance, and Literature/Film Quarterly, and he is the coauthor of the Oxford Bibliographies guide to adaptation. He's also the author of, among others, "Adaptation and Interactivity,” in The Oxford Handbook of Adaptation Studies, ed. Thomas Leitch, 2016, and “A Book and a Movie Walk into a Bar,” in Comedy Studies special issue on “Laughter in the Digital Age,” ed. Peter Kunze, 2016.

Table of Contents

Introduction: Franchised Adaptations
Chapter 1: Serialized Adaptations
Chapter 2: Remixed Adaptations
Chapter 3: Interactive Adaptations
Chapter 4: Enacted Adaptations
Conclusion: Rebooted Adaptations
Filmography
Bibliography
Index

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